TEXT: Dungeon Module F1
  The Fane of Poisoned Prophecies
  by Guy Fullerton
  AN ADVENTURE FOR CHARACTER LEVELS 4-6
  F1
  For use with 1st Edition Advanced Dungeons & Dragons® 
  For years, lords and warriors have delivered riches to the remote Sun Temple in exchange for prophecies from 
  the mysterious oracle who dwells within. But of late, the oracle’s advice has soured.
  Some say the oracle has gone mad and lost her powers. Others believe she has forsaken her allegiances and 
  seeks to collapse the kingdom. Rogues whisper of enormous piles of gold and jewelry within the Sun Temple – 
  perhaps no longer guarded. Wealth, power, and surprising secrets await those who dare explore the Sun Temple 
  and beyond!
  For Use With
  1st Edition AD&D®
  Copyright © 2009 Guy Fullerton, All Rights Reserved
  Chaotic
  Henchmen
  Productions
  
  This page has been left blank for 
  optimal display in Two-Up mode.
  
  DUNGEON MODULE F1
  THE FANE OF POISONED PROPHECIES
  by Guy Fullerton
  AN ADVENTURE FOR CHARACTER LEVELS 4-6
  Chaotic Henchmen Productions
  www.chaotichenchmen.com
  Copyright © 2009 Guy Fullerton, All Rights Reserved
  Second Printing, PDF Version, September 21st 2012
  Advanced Dungeons & Dragons and AD&D are trademarks of Wizards of the Coast, and are used without permission.
  Chaotic Henchmen Productions and this product are not afﬁliated with Wizards of the Coast.
  Author: Guy Fullerton
  Front Cover Artist: Peter Mullen
  Back Cover Artist: Jason Braun
  Interior Artists: Jason Braun, Andy “ATOM” Taylor
  Editing: Pete Gontier, Bree Hann
  Layout, Cartography, and Graphics: Guy Fullerton
  Playtesters: Ian Bell, Michael Derry, Laura Lapinski, Kenny Smith
  Special thanks to Lance Hawvermale and Allan Grohe for their encouragement and valuable 
  feedback. 
  
  INTRODUCTION
  A half century ago, compelled by a geas from the moon goddess, the 
  elf Somgris began searching for a way to reach the moon itself. After 
  consulting with many sages and poring over ancient tomes, Somgris 
  discovered the magical formulae and mundane methods of 
  construction for an earthly staircase that grants access to the distant 
  lunar body during each full moon. Years later, after much effort and 
  considerable expense, Somgris ﬁnished the stair to the moon! Sadly, 
  Somgris  fell to his death during the ﬁrst attempt to ascend the stair. 
  Somgris  could not be brought back to life, so his  allies took up the task 
  of completing the journey. After more experimentation and research, 
  the human Andril Strong Arm successfully ascended the stair and 
  reached the lunar body, starting the ﬁrst of several expeditions on the 
  moon.
  The moon goddess requires subtlety and guile from her followers, so to 
  protect the secret of their lunar staircase, Andril and the rest of the 
  allies oversaw the construction of a fortress surrounding the stair. They 
  activated magical locks that limit the seasons in which the stair can 
  function, and they bargained for the services of otherworldly creatures 
  who could act as guardians  within the structure. To mislead casual 
  observers, the allies also fashioned the outermost parts of the structure 
  to appear as though they were devoted to the sun god. As a reward for 
  the allies’ efforts, the moon goddess bargained with the sun god, who 
  in turn blessed those portions  of the structure that were devoted to 
  him, thus creating a consecrated Sun Temple that masks the interior’s 
  true lunar purpose.
  And so the secret was kept, lasting beyond the natural years of the 
  allies, save one: A wise and learned woman possessing the gifts of 
  prophecy and premonition. Living within the temple and with no 
  interest in either exploration or adventure, this nameless woman made 
  known her services as seer and oracle to the rulers of nearby 
  dominions. Slowly, word of this new oracle’s insights spread, and she 
  has earned many a gift from those seeking her advice. The oracle’s 
  abilities have even become known to those who inhabit the moon!
  Some few months  ago, the moon’s self-proclaimed king of werewolves 
  learned of both the oracle and the staircase that bridges the moon to 
  the world below it. He sent a gang of kin to descend the stair and 
  kidnap the oracle in hopes that he could compel her to reveal a means 
  for lunar lycanthropes  to assume human form, for on the moon, 
  lycanthropes  are locked in their animal forms, unable to surreptitiously 
  intermingle with humans. Though the gang lost some of their number 
  to hazards in both the lunar and terrestrial realms, they ultimately 
  delivered the oracle to the king of werewolves. Presently, the oracle 
  stubbornly refuses to comply with his demands, so the king of 
  werewolves  bides his time, pondering tortures that might convince her 
  to cooperate.
  Back in the terrestrial Sun Temple, a gang of lunar werewolves  lazily 
  searches for clues that might be useful to their king. They have even 
  begun to provide oracular services at the Sun Temple, although their 
  predictions are a sham, and the suspicions of local rulers are growing.
  Rumors suggest that the oracle is either insane or has lost her powers, 
  and no one knows what the oracle has done with the treasures she 
  received over the years.
  Wealth, power, and surprising secrets await those who dare explore the 
  Sun Temple and beyond!
  NOTES FOR THE DUNGEON MASTER
  Player Character Levels: The Fane of Poisoned Prophecies is 
  appropriate for ﬁve to seven characters of 4th to 6th level. Clever play, 
  subterfuge, and superior strategy should allow even a small, low-level 
  party to survive the module, since many of the potential combats  can 
  be avoided. Note that some areas described herein are extremely lethal 
  to parties that act before they think, and even high level player 
  characters may die as a result of foolishness.
  Adapting  the Module: The names of locations and deities have 
  been kept generic, so this module should be easily adaptable to most 
  campaign settings. Should the need arise, you might choose to use 
  Apollo as the sun god and replace references to the moon goddess with 
  Selene.
  Starting the Adventure: Although there is a backstory to the 
  locations, creatures, and situations described this module, no speciﬁc 
  plot should be forced upon those who play it. The players should be 
  free to interact with the environment as they see ﬁt, allowing their own 
  goals to arise naturally. Some may be inclined to act with altruism 
  (liberate the temple or try to rescue the oracle), while others may be 
  selﬁsh (acquire treasure or power), and yet others may explore the 
  locations simply to satisfy their curiosity. These are all ﬁne goals, and 
  this module can support all of them and more.
  Here are some hooks that might draw the player characters into the 
  adventure:
  1.	 Having oracular needs of their own, the player characters might 
  seek information from the oracle at the Sun Temple, only to ﬁnd 
  her response unsatisfying. While doing so, they may ﬁnd clues that 
  all is not right in the area.
  2.	 A local ruler recently received bad advice from the oracle (actually 
  the werewolves), and seeks to reclaim the gift he had offered her. 
  The emissary he sent a month ago has not returned, and now the 
  ruler offers  a standing reward to any who might bring the gift back 
  to him by whatever means necessary.
  3.	 The existence of an oracle at the remote Sun Temple is no secret, 
  and those who know of the oracle also know that she gives advice 
  only in exchange for generous gifts. Unsavory individuals in the 
  back corners of dark taverns  might tell stories that tempt greedy 
  player characters into trying to steal this wealth for their own, 
  especially after hearing rumors that the oracle has died and left her 
  treasure ripe for the taking!
  4.
   A crossroads  pub expects monthly deliveries of wine from the 
  small winery near the Sun Temple, but hasn’t received a delivery in 
  three months. The wine is popular with the locals and proﬁtable 
  for the pub owner;  after hearing the pub owner’s lamentations and 
  offer of a small reward for restoring the deliveries, the player 
  characters may seek adventure or proﬁt.
  5.	 Followers of the sun god or moon goddess may receive visions that 
  the temple on the remote Alcaverna Plateau has been blighted and 
  needs cleansing. Followers  of the moon goddess may even be 
  instructed to ﬁnd their way to the moon via the temple.
  THE SUN TEMPLE PRIOR TO THE 
  WEREWOLF DESCENT
  Should you wish the player characters to have the opportunity to visit 
  the Sun Temple prior to the werewolf gang’s arrival (or if/when the 
  oracle is restored to power at the temple), the following describes how 
  visitors are handled. Some of this  information may also be acquired 
  from previous visitors or via speak with dead on temple staff 
  corpses.
  The general temple staff knows that the oracle is fair and reasonably 
  kind, but they have no details  about the temple or the oracular 
  activities other than what they absolutely need to accomplish their day-
  to-day tasks. Certainly they are well aware that the temple includes 
  areas  consecrated to the moon goddess, and that the temple is 
  2
  
  protected by various magics, but only the oracle and her two assistants 
  know that the temple structure supports a stair to the moon.
  Visitors are welcome at the winery, the well, the temple’s North 
  Entrance and adjoining rooms (areas B1 through B4), as well as the 
  aboveground areas of both the Sunrise and Sunset Shrines  (areas  A8 
  and A10). Temple staff working nearby are 50% likely to notice visitors 
  investigating other outside areas. If the visitors look suspicious, 1-2 
  temple guards (0 level human men-at-arms with chain mail, spears, 
  and crossbows) are summoned. Otherwise, the staff greets  any visitors 
  and directs them to a more appropriate location.
  The oracle and her assistants keep the wards activated at all times in 
  the Narthexes and the Warded Intersection (areas B15, B18, B22, and 
  B24), and escort visitors through those areas on the rare occasions it 
  becomes necessary. A member of the temple staff activates the ward in 
  the Moon Corridor (area B7) every evening before bed, and the oracle 
  or an assistant deactivates it in the morning before the staff head out 
  for work. The temple staff know how to activate the wards  but not how 
  to deactivate them.
  The oracle ventures outside only rarely, and usually in dress that makes 
  her appear as one of the mundane staff. The staff is careful to not 
  identify her as the oracle while she is outside in such a disguise.
  The protocol for requesting advice from the oracle is not intended to 
  be obvious. It is  passed by word of mouth from client to potential 
  client, and although the temple staff has learned a detail or two about 
  the process, they have been instructed by the oracle not to share any 
  such knowledge with visitors.
  Clients are expected to leave both their written question and a gift (i.e., 
  payment) on the altar in the Fane of Wisdom (area B4) before dusk on 
  a particular day. The gift is expected to be commensurate to both the 
  client’s  means and to the client’s desire for detail in the response. 
  Royalty and wealthy adventurers are expected to offer valuables or 
  items worth several thousand gp, whereas  a destitute beggar’s gift 
  might be as little as a whittled wood trinket. While waiting for a 
  response, clients  are expected to leave the temple. They may camp 
  outside or seek shelter at the winery.
  After the sun has set, the oracle views the Fane of Wisdom via the 
  scrying pool in the Sanctum (area B20). If the area is safe and the 
  client has followed the protocol, one of her assistants  enters the Fane 
  via the secret door, collects the question and gift, and returns to the 
  Sanctum. That night, the oracle and her assistants formulate and 
  compose a response. The oracle then uses her signet ring to stamp the 
  parchment with moonlight ink (see Special Materials and Items). In 
  the morning, prior to dawn, the oracle again scries  on the Fane of 
  Wisdom and sends an assistant through the secret door to set the 
  response on the altar.
  After sunrise, clients may reenter the Fane of Wisdom to ﬁnd a 
  response, which is always in the form of calligraphy on ﬁne 
  parchment. Sometimes the response is cryptic or in verse, especially for 
  parsimonious clients. Rarely, the oracle is unable or unwilling to 
  provide advice, and in these cases  a terse written explanation is 
  provided and the gift is returned to the altar for the client to reclaim.
  The Oracle: SZ M;  AC 10;  MV 12";  HD 0 level with -3 on attack 
  rolls;  hp 3;  #AT 1;  Dmg 1-2;  AL N;  XP 8. The oracle has supernatural 
  talents for prophecy and premonition along with Int and Wis  scores of 
  20. She has skill with many sorts of divination devices. She wears  a 
  chandryx amulet (see Special Materials and Items).
  Young Assistants (2): SZ M; AC 10;  MV 12";  HD 0 level with -2 on 
  attack rolls;  hp  2  each;  #AT  1;  Dmg  1-2;  AL  N;  XP  7  each. Each 
  wears a chandryx amulet.
  THE WEREWOLF GANG
  As mentioned in the background, the werewolves aren’t performing 
  their king’s bidding with much verve. They are supposed to be looking 
  for information that could coerce the captive oracle to into providing 
  advice for the king of werewolves. But being far out of the reach of 
  their cruel master means the werewolves  have little reason to labor, 
  especially since they have learned that some temple rooms contain 
  deadly guardians. For the most part, they are now enjoying what 
  amounts to a decadent holiday.
  However, the werewolves do spend some effort trying to maintain a 
  semblance of oracular activity at the Sun Temple. By searching the 
  oracle’s rooms, observing visitors that come to the area, and 
  interrogating temple staff (before eating them or infecting them with 
  lycanthropy), the werewolves have a basic understanding of how the 
  oracle dealt with clients. They have found the secret passage between 
  the Sanctum (area B20) and the Fane of Wisdom (area B4), they know 
  how to scry on the Fane (but not other locations), and they write 
  responses on the oracle’s ﬁne parchment. However, they have no idea 
  about marking the responses  with the oracle’s signet ring, they don’t 
  always  deliver responses prior to sunrise, and they know very little 
  about the terrestrial world and the lands  surrounding the temple, so 
  their responses have been unsatisfactory to recent visitors.
  The werewolves have explored the northeastern area of the Sun 
  Temple, and although the temple staff revealed how to activate the 
  ward paintings (see Part 2 –  Key to the Sun Temple), the 
  werewolves  haven’t ﬁgured out how to deactivate them. They have not 
  entered the Western Narthex (area B22) since an initial attempt that 
  killed two of their kind, so they know nothing of the rooms beyond it. 
  They haven’t braved the Northern Narthex (area B18), for they 
  correctly assume more guardians will materialize, and because they 
  have already cleared the Eastern Narthex (area B15), which allows 
  access to the other rooms in the area. The werewolves are not aware of 
  the Underground Tunnel (area B13).
  The werewolves are willing to parley and are prepared to strike a 
  bargain with a group that wishes  to explore the dangerous areas of the 
  temple, so long as the agreement is favorable to the werewolves. At 
  minimum, the werewolves expect to receive an item of their choice 
  from any recovered loot, as well as full disclosure of any information 
  found. In exchange, the werewolves  offer safe passage through the 
  3
  
  portions  of the temple that they control. However, if the werewolves 
  feel that they have the upper hand over a returning group (especially if 
  the group is  obviously weakened from the exploration), they are quick 
  to renege on the agreement by demanding additional tribute, imposing 
  new restrictions, or possibly even attempting to capture or kill the 
  group.
  Because they are not eager to die for their king, if an overwhelming 
  force threatens the werewolves, they will retreat through the moon stair 
  at the earliest available opportunity, taking whatever treasure they can 
  reasonably carry.
  For ingress and egress, the werewolves typically use the ceiling opening 
  for the staircase in the Chamber of Ascent (area B21), climbing up and 
  down the outside of the temple assisted by a rope (area A7). The 
  werewolves  also use the staircase opening for discarding trash, 
  dumping chamber pots, and similar. Only rarely do they use the North 
  Entrance (area B1), and they never use the East Entrance (area B5) 
  because of the ward in one of the corridors leading to it. The 
  werewolves  go outside infrequently except to hunt at night (1-3 of 
  them hunt each night) and to change shifts at the Lookout (area A2).
  SPECIAL MATERIALS AND ITEMS
  Chandryx (stone from the moon): Several locations in the module 
  feature objects made from chandryx, a milky stone with gentle hints of 
  blue that glows faintly under direct sunlight, and which is native only 
  to the moon. Unless the player characters have previously encountered 
  it, or until they gain clues about it from this module, the players should 
  not be told exactly what the material is  or where it originates. To 
  dwarves and player characters with a background in mining, chandryx 
  appears unlike any stone they have ever seen or heard of before.
  Chandryx amulets: Fashioned from chandryx in the shape of a disc 
  (2 inch diameter, 1/2 inch thick) and hanging from a silver chain, these 
  amulets serve two main purposes in the Sun Temple: They allow the 
  lighting stones to function, and they allow the wearer to pass 
  unharmed through activated ward areas. Both of these effects are 
  described in Part 2 – Key to the Sun Temple. Although the amulets’ 
  presence triggers or alters certain magical effects, the amulets are not 
  magical in and of themselves. For their materials and workmanship, 
  the amulets are worth 100 gp.
  Moonlight ink: This non-magical liquid appears to be completely 
  normal water. However, when applied to a surface, the liquid acts as 
  secret ink that can only be viewed in direct moonlight. The oracle 
  secretly marks her responses with this ink using her signet ring so that 
  she may later identify forgeries. A vial of moonlight ink costs 500 gp, 
  and can be bought from some alchemists  and major temples of the 
  moon goddess.
  Scorpion statuette: This 6 inch tall blue marble statuette depicts a 
  scorpion and radiates strong conjuration/summoning magic. When it 
  is set on the ground and the command word “assail” is spoken, the 
  statuette transforms into a living giant scorpion (MM p. 85) that attacks 
  as directed by the owner. The command word “await” puts the 
  statuette into a guard mode whereby it transforms when a creature 
  other than its owner approaches within 50 feet;  it attacks and pursues 
  intruders, returning to its statuette form in its previous location, if 
  possible, once all intruders have been killed or driven away.  The 
  command word “abate” causes the giant scorpion form to return to 
  statuette form;  this command may be spoken by anyone, not just the 
  owner. Damage taken by the giant scorpion cannot be cured by 
  healing magic, but it regains 1 hp each full day it remains in statuette 
  form. If the giant scorpion form is reduced to 0 or fewer hp, it 
  immediately returns to statuette form and breaks apart, forever losing 
  its magical power. It is worth 2500 gp.
  PART 1 – KEY TO THE 
  SURROUNDING COUNTRYSIDE
  RANDOM ENCOUNTERS
  Despite the kidnapping of the oracle, the surrounding countryside 
  remains  relatively safe. However, visitors do arrive at the temple from 
  time to time, and it is  possible to encounter the newer residents of the 
  area outside of their keyed locations. In the latter case, if any such 
  residents are eliminated, be sure to adjust the corresponding keyed 
  location accordingly. Check for the possibility of random encounters 
  every six hours by rolling 1d20:
  	
  1-2:	 1 Hill Giant from the Winery (area A3).
  	
  3-5:	 1-3 Giant Flies from the Cesspit (area A6).
  	
  6:	 During the day, 1 Werewolf in human form (if possible) from 
  the temple. At night, 1-3 Werewolves from the temple 
  hunting in animal form.
  	
  7:	 During the day, 2-7 pilgrims seeking to worship at the Sun 
  Temple. At night, no encounter.
  	
  8:	 1-4 visitors seeking knowledge from the oracle. 50% chance 
  that they know the correct protocol for requesting advice and 
  carry at least 100-1000 gp worth of valuables. In this case, 
  they are either accompanied by 2-8 men-at-arms, or they are 
  of sufﬁcient level to protect themselves from theft.
  	
  9-20:	 No encounter.
  A1. PATHWAY
  A foot and wagon track cuts  through the grass and brush. It is at least 
  ﬁve feet wide, and up to ten feet wide in some places. Player characters 
  that carefully examine the occasional muddy areas  ﬁnd both boot 
  prints  and paw prints that travel both directions on the path. Rangers, 
  druids, and characters with tracking abilities can tell that wolves  made 
  the paw prints.
  A2. WEREWOLF LOOKOUT
  One werewolf in human form lurks at this hidden lookout to intercept 
  and size up visitors. The vantage point allows the werewolf to spot an 
  approaching group up to a quarter mile away, giving it enough time to 
  4
  
  surreptitiously join the pathway, start traveling northwest, and 
  eventually hail the visitors. It poses as a client returning home after 
  receiving advice from the oracle.
  The werewolf wants  to divert or weaken the visitors, and suggests  that 
  trouble is afoot at the winery;  he tells them he heard screams coming 
  from the winery when he ﬁrst arrived, and again just a short time ago 
  as he was  leaving. When the visitors  move on, the werewolf quickly 
  (move 15") circles back to the Sun Temple, climbs the back side (see 
  area A7), alerts  the other werewolves of the approaching group, and 
  then returns  to the lookout. If the werewolf is  unable to assume 
  human form, it doesn’t initiate contact with the group, but still alerts 
  the other werewolves and returns to the lookout. If a superior force 
  attacks the werewolf, it attempts to ﬂee back to the Sun Temple.
  The werewolves change shifts every sunset and sunrise, and the long 
  shifts and boredom mean the lookout is 20% likely to be asleep when 
  visitors arrive. 
  Werewolf: SZ M; AC 5;  MV 15";  HD 4+3;  hp 15;  #AT 1;  Dmg 2-8; 
  SA surprise on 1-3; SD hit only by silver and magic weapons;  AL CE; 
  XP 310; MM p. 63. Wears a platinum armband worth 300 gp.
  A3. WINERY
  The winery building is 25 feet tall and constructed of stonework and 
  timber. A cobblestone walk leads  from the main pathway to a wooden 
  door at the southern tip of the building, past a few windows, and then 
  beyond to an attached stables whose door has come off. From there, 
  the path curves  to the back of the building where a pair of tall barn 
  doors is set on the center of the east face.
  The three acre vineyard to the east has not been tended in several 
  months, and inspection reveals damaged trellises, overgrown areas, and 
  grapes  rotting on the vine. Anyone investigating the northeast section 
  of the vineyards ﬁnds a dried mud patch stamped with several 
  enormous (20 inch long) humanoid footprints.
  a.	 STABLES: The smashed door lies on the ground outside the 
  stables, next to the small wagon. Within the structure are two stalls, 
  each of which contains a primitively butchered horse carcass. 
  Large chunks of each carcass have been eaten by the hill giants in 
  the Pressing Room (location c). Bales of hay and bags of oats  are 
  stacked up in the corner. Pegs on the wall support a pair of saddles, 
  and below that is a variety of tack.
  	
  A pair of giant ﬂies  nest in the mess. They aggressively investigate 
  anyone or anything entering the structure, but they attempt to 
  escape if threatened by ﬁre or wounded.
  
  Giant Bluebottle Flies (2): SZ M;  AC 6;  MV 9"/30";  HD 3;  
  hp  15, 18;  #AT  1;  Dmg  1-8;  SD  jump;  AL  N;  XP  75  each; 
  MM2 p. 65.
  b.	 TASTING AREA: This cozy room features a wooden table, four 
  comfortable chairs, and a ﬁreplace. Oil paintings of local vistas 
  hang on the walls.
  c.	 PRESSING ROOM: The 9 foot tall barn doors swing outward. 
  Unless the doors are open, this large open room is dark, cool, and 
  moist, even during the height of the day. Only a few small 
  windows let in light, and they are set near the eaves. Two massive 
  wooden tubs (8 feet in diameter and 5 feet tall) stand here, used for 
  the crushing and fermenting of grapes, and each has an attached 
  ladder for scaling the sides. Both are one quarter full of over-
  fermented grapes. The sickly sweet smell of wine turning to 
  vinegar mingles with the musky and sweaty odor of two hill giants 
  who moved in a few weeks ago. Their bedrolls and personal effects 
  are spread out between the wooden tubs and the wall opposite the 
  barn doors, and a dozen empty barrels haphazardly litter the area.
  	
  While on a hunting expedition, the pair broke into the vacant 
  winery, sampled the product, and decided to stay. Although they 
  have plenty to drink, their food is running low, and they have been 
  venturing out occasionally to look for sustenance. When 
  encountered here, they are 50% likely to be intoxicated (-1 to 
  attacks).
  	
  The hill giants placed caltrops around the barn door entrance as 
  well as around the doorway to the Tasting Area (location b), and 
  camouﬂaged them with hay and other debris. Anyone unaware of 
  the caltrops is 50% likely to step on them when using one of those 
  entrances. Those who step on the caltrops  take 1 hit point of 
  damage and must save versus paralyzation or shriek in pain, 
  waking any hill giants that are sleeping here. When intoxicated, the 
  hill giants  themselves are 20% likely to step on the caltrops when 
  coming or going through the barn doors. 
  
  Hill Giants (2): SZ  L;  AC  4;  MV  12";  HD  8+2;  hp  42, 39;  
  #AT  1;  Dmg  2-16;  SA  hurl rocks  for 2-16 damage;  AL  CE; 
  XP 1856 each;  MM p. 45. The ﬁrst giant’s bag contains 6 rocks for 
  hurling, a 30 foot coil of strong rope, a scimitar in its  scabbard, 
  and 102 sp. The second giant’s bag holds  5 rocks for hurling and 
  69 gp.
  d.
   OVERSEER’S QUARTERS: Here, the bed and nearby ﬂoor are 
  stained with blood, the blankets, pillow, and mattress are ripped, 
  and white feathers are scattered around the room, in evidence of 
  the winery overseer’s  murder at the hands of werewolves on the 
  night of their arrival. The wooden door has obviously been forced, 
  with splintered wood around the jamb. However, the rest of the 
  room is still in order. A stack of cut wood stands next to a ﬁreplace, 
  an oil lamp sits on top of an oak dresser that contains work clothes, 
  and a chair sits in front of a modest desk, upon which lies a 
  corkscrew, a pile of papers, a ledger, and a thick book. The papers 
  include recent wine sales information, shipping records, a list of 
  supplies to be purchased, and a key to the numbered barrels  in the 
  Aging Racks (location e) that reveals the sort of wine in each. The 
  ledger contains growth and harvest records for the last 9 years; 
  these are grouped by the lunar cycle, and the last entries are on the 
  day of a full moon three months ago. The thick book is a farmer’s 
  almanac.
  e.	 AGING RACKS: Having no windows, and being on the north end 
  of the structure, this long room is dark and chilly. It smells strongly 
  of oak and cork. Both long walls feature ﬂoor-to-ceiling reinforced 
  racks of oak barrels. The racks have room for 70 barrels, but there 
  are only 49 here, and each of them is numbered. Only 12 of the 
  barrels  are full;  the rest are empty and awaiting use. Each full 
  barrel of wine is worth 300 gp and weighs 600 pounds. A sliding 
  rope, pulley, and harness system is mounted to the rafters, and is 
  used to retrieve barrels. A 20 foot tall wooden ladder leans against 
  the northern racks. Each hill giant drinks half of a barrel of wine 
  each week, so if the hill giants are left alone, they will slowly 
  deplete the remaining supply.
  f.	
  STORAGE: This crowded room holds assorted equipment for 
  running and servicing a winery, including crates, bottles, corks, 
  gardening gear, and tools.
  5
  
  A4. WELL
  This circular stone well has a wooden roof with a hand crank, pulley, 
  rope, and bucket.
  Hanging from a metal hook on the inside of the roof is a silver holy 
  symbol of the sun god worth 50 gp. This holy symbol is  very close to 
  the apex of the roof, and is  not obvious from a casual glance. As long 
  as this or any other holy symbol of the sun god hangs  here, the water 
  in the well is completely protected from contamination. Even putrid 
  water added to the well becomes instantly pure. Treat this as a 
  continuous  purify food and drink spell cast at 25th level that affects 
  as much water as this well can hold (but only water, not food). While so 
  protected, the entire well radiates faint alteration magic.
  The water level is 20 feet below ground level, and the bottom of the 
  well is another 25 feet below that. At the bottom of the well are 2 gp, 2 
  sp, and 15 cp, as well as a waterproof pouch containing two metal 
  ﬂasks (a philter of persuasiveness, and a potion of invisibility) 
  and a black pearl worth 500 gp.
  A5. GARDENS
  A post and wire waist-high fence encloses two acres of trees and plants, 
  along with a shed. A well-worn gate affords entry from the south. Life 
  and fertility are palpable here, and the air carries the scents of rich soil 
  and many crops. Having not been tended in some months, and being 
  subject to various pests and rough treatment from the werewolves, the 
  gardens are obviously in poor shape. Some areas are overgrown, and 
  the formerly neat rows of plantings are now in disarray.
  a.	 LESSER ORCHARD: A stained glass butterﬂy (see below) 
  ﬂutters amidst the dozen young orange, apricot, and plum trees 
  that grow here.
  b.	 TERRA COTTA FAUN: Between rows of strawberry and 
  cantaloupe plantings is an overturned terra cotta statue depicting a 
  perturbed faun. The statue is  6 feet tall in total, the ﬁgure being 4 
  feet, and the base comprising the rest. Nearby, camouﬂaged within 
  a strawberry plant, rests a bronze olive wreath with a green patina. 
  Both the statue and the wreath radiate faint enchantment/charm 
  magic, for they are linked. As long as the olive wreath rests upon 
  the head of the faun, the statue is magically animated, although 
  not ambulatory, for at least one of its hooves must always  rest on 
  the base.
  	
  When animated, the faun thinks of itself as  custodian of the 
  gardens, for that is  the only world it knows. Its awareness goes no 
  further than the bounds  of the gardens and those natural things 
  that affect it, such as the sun, air, clouds, and so forth;  such is  the 
  limit of the magic that animates  it. The faun greets gardeners, 
  points out areas that need tending or harvesting, and occasionally 
  frightens away birds  and pests by shouting or throwing rocks. Its 
  general knowledge of the Sun Temple and the oracle is practically 
  nil, although it learned two secrets by eavesdropping: A secret 
  passage connects the Sun Temple and the Sunrise Shrine, and 
  some magical paintings  in the temple are activated by the phrase, 
  "your help is needed." The faun only reveals those secrets  to those 
  who help restore the garden, as described below.
  
  The faun had been animated for many years until the werewolves 
  toppled it three months ago. (Hence the perturbed look on its face. 
  The faun doesn’t know what the werewolves are, and refers  to 
  them only as wolves.) Upon being reanimated, brought upright, 
  and allowed to take stock of the gardens, its mood becomes  glum 
  at the sight of the garden’s disarray and it fusses over the work 
  needed to restore the gardens  to the former state. If the player 
  characters volunteer to tend the gardens (which takes one day) 
  without being explicitly asked by the faun, it shows its  gratitude by 
  revealing both secrets. If the faun has to explicitly ask for help, it 
  offers one secret (the existence of the passage) in exchange for the 
  player characters’ aid;  the faun does not reveal the secret until after 
  aid is received.
  c.
   SUNDIAL / MOONDIAL: In the midst of a ﬁeld of zucchini 
  and summer squash stands  a 3 foot tall, 2 foot diameter granite 
  sundial adorned with carvings  of leaﬂess  trees and sleeping 
  squirrels. Its 18 inch diameter steel face shows the numbers 4 
  through 20 (corresponding to the hours of 4 a.m. through 8 p.m.) 
  around a stylized grinning sun design. The sundial’s base has been 
  turned such that it displays a time that is approximately 2 hours 
  later than the actual time. This  temporal discrepancy is  not 
  apparent unless the viewer has some way to know the actual time, 
  or has experience with sundials. The sundial / moondial radiates 
  strong alteration magic and controls whether the lunar staircase 
  functions correctly during winter, and in its current state, winter 
  operation is unsafe. (See Part 3 – Climbing the Staircase for more 
  details.) To restore correct winter staircase operation, two 
  adjustments must be made:
  
  1. The moondial face must be revealed and secured in position. 
  Careful examination of the sundial face – by twisting, pushing, or 
  checking for seams – establishes that it is  connected to the granite 
  at a few pivot points. Rotating the face clockwise 1/8th of a turn 
  allows it to be ﬂipped over via an embedded spoke, revealing the 
  moon symbol face on the other side. Once the face is ﬂipped to the 
  moon side, rotating it counterclockwise 1/8th of a turn secures it 
  in the horizontal position. Instead of displaying hours, the 
  moondial face shows the moon at various  intensities  and heights 
  over the horizon;  a waxing crescent moon peeks  over the horizon, 
  gradually becoming fuller and higher until the full moon is at the 
  northernmost point, and then gradually fading until a waning 
  crescent moon sets in the southwest. The moondial’s  gnomon is a 
  miniature version of the crinkled spire staircase that juts up from 
  the top of the Sun Temple.
  
  2. The sundial / moondial must be calibrated to show the correct 
  time. This can be done with either the sundial or moondial face 
  showing, and requires the viewer to orient the number 12 (for the 
  sundial face) or the full moon (for the moondial face) with true 
  north. Note that magnetic north is often different from true north, 
  so a compass  is  only sufﬁcient at the Dungeon Master’s discretion. 
  North can be absolutely determined by observing the shadows 
  created from sunlight (or moonlight);  when the sun (or moon) is at 
  the highest point in the sky, shadows created from its light will 
  point due north.
  	
  When both of these changes are made, and as long as they persist, 
  the moon glows in the winter relief in the Chamber of Ascent 
  (area B21).
  d.	 GREATER ORCHARD: Olive, chestnut, apple, and pear trees 
  grow here. A trio of short (3 foot tall) soapstone statues stands at 
  the western edge of the trees. They are badly worn, but appear to 
  depict diminutive robed humans playing lyres and singing.
  	
  Carnivorous ﬂying squirrels make their homes among the trees, 
  supplementing their diet with the readily available nuts and fruit. 
  The squirrels glide down to aggressively attack any human-size or 
  smaller creatures that venture here, so long as the squirrels 
  outnumber the potential prey by at least 2 to 1.
  	
  The tallest (40 feet tall) chestnut tree has a hollow portion used as a 
  nest by one of the squirrels. The opening is 5 inches in diameter 
  and 25 feet above the ground. Along with grasses, leaves, and a 
  cache of chestnuts, the nest also includes a brass  key whose handle 
  is cast in the shape of a weeping skeleton face.
  
  Carnivorous Flying Squirrels (6): SZ S;  AC 8;  MV 9"/15";  
  HD  1-7  hp;  hp  2, 7, 5, 3, 5, 6;  #AT  1;  Dmg  1-2;  SA  "Flight" 
  attack, surprise on 1-4; AL N; XP 14 each; MM2 p. 114.
  6
  
  e.	 CEDAR SHED: This pleasant-smelling shed holds a variety of 
  garden-related items, tools, and fence repair supplies. Amidst the 
  mundane items are a silk net (see below), and a copper 
  watering can, which radiates dim conjuration/summoning 
  magic and pours directly from the Well (area A4).
  f.	
  VEGETABLE ROWS: These northwestern plots  include 
  tomatoes, peppers, and beans. Also periodically hopping about the 
  place is a toad coffer (see below), whose extra-dimensional space 
  is presently ﬁlled with a chandryx amulet.
  g.	 HERB BEDS: Along with many varieties of conventional herbs 
  (rosemary, mint, thyme, chives, licorice, etc.), three unique plants 
  grow here:
  	
  Maternid: This woody herbaceous plant has  needle-like leaves, 
  grows 2 feet tall, and blooms with pink bell-shaped ﬂowers. When 
  a female humanoid ingests one dose of the fresh leaves over the 
  course of a week, her chance of conception is doubled for the next 
  month. 5 doses  grow here, and they replenish at the rate of 1 per 
  week.
  
  Hestern: This 3 foot tall bush is  spindly and the oil of its narrow 
  leaves smells of horseradish. If 20 of its small brown berries (one 
  dose) are crushed, infused in boiling water, and then consumed 
  within 1 hour, the drinker is fully refreshed as though they had a 
  full night’s sleep. To make up for this  borrowed time, the drinker’s 
  next normal sleep cycle must be twice the normal length. Until the 
  drinker catches up in this way, further doses of brewed hestern 
  force the drinker to save versus poison or fall into a coma that lasts 
  1-4 weeks. During all seasons except winter, the plant here grows a 
  total of 4 doses, replenishing at the rate of 1 dose every other 
  week.
  
  Turlik’s Hands: This dark green plant has heavy veined leaves and 
  grows very close to the ground. Holding an ounce of the leaves 
  under the tongue for a day heals 20%  (rounded up) of the subject’s 
  total hit points. Each one-ounce dose is good for a single day’s 
  healing. It is potent in either fresh or dried forms, though the dried 
  leaves lose their potency after 6 months. 10 doses grow here, and 
  they replenish at the rate of 5 per week.
  
  All three of these plants are tied to the inﬂuence of the sun god in 
  the region, and will not grow elsewhere. A sheet of parchment in 
  the Pantry and Cook’s Quarters (area B14) depicts these unique 
  herbs and describes some of their properties;  without ﬁrst reading 
  that information and comparing it to these live specimens, only 3rd 
  level and higher druids  can recognize that these are unique plants. 
  Druids won’t automatically know the properties of these plants; 
  they just realize the plants are never-before-seen varieties.
  Three of the garden locations above contain magic items that are 
  related to one another. They are described together here:
  
  Toad coffer: This bulbous, 8 inch long green marble toad 
  sculpture is  one part animated statue and one part extra-
  dimensional storage device. In its empty state, the toad rests 
  quiescent with its  mouth agape. A handful of items may be placed 
  within, causing the toad’s mouth to close and magically depositing 
  the items within an extra-dimensional space. In this ﬁlled state, the 
  toad becomes  whimsically animate. So long as the toad is  not 
  directly observed, it will periodically croak and hop about the area 
  such that anyone nearby will see it move only out of the corner of 
  their eye and will only hear it only when their back is  turned;  while 
  observed, the toad rests motionless and silent. On the ﬁrst croak 
  after a deposit, a stained glass butterﬂy is released from the 
  extra-dimensional space. To recover the items deposited in the 
  extra-dimensional space, the stained glass butterﬂy must be 
  held by the wing within 3 feet of the toad, which then lashes  out its 
  tongue and swallows  the butterﬂy. Upon doing so, the toad opens 
  its mouth to reveal the previously deposited items, and enters  its 
  empty quiescent state once again. By itself, the toad coffer 
  fetches 1000 gp as a magical curiosity, but with its two accessories 
  (the stained glass butterﬂy and the silk net) it is worth ten 
  times that amount. It radiates  faint enchantment/charm and 
  alteration magic.
  
  Stained glass butterﬂy: This palm-sized blue and white glass 
  accessory to the toad coffer ﬂits to-and-fro around the area, 
  occasionally landing for a few moments – sometimes even on a 
  person. Although the butterﬂy allows itself to be observed, it does 
  not allow itself to be caught, and it reacts so quickly that no 
  mundane method can snare it. In addition, it is 95%  resistant to 
  magic, so it is likely to avoid magical means of entrapment. The 
  proscribed way to catch the butterﬂy is to hold the silk net and 
  stand still while the butterﬂy is near;  in 1-4 rounds the butterﬂy 
  lands on the carrier of the net and allows them to grasp it with 
  their hand. Note that the butterﬂy certainly does not allow anyone 
  to ensnare it with the net! The stained glass butterﬂy radiates 
  dim alteration magic, and it is worth 100 gp by itself as a curio.
  
  Silk net: This accessory to the toad coffer is made of wood, 
  copper, and silk, and appears to be a child’s insect net – though is 
  the perfect size for adult gnomes. It is an aid in catching the 
  stained glass butterﬂy, although it is not possible to actually 
  ensnare the butterﬂy within the net. By itself, it is  worth 25 gp, 
  mainly for the ﬁne silk. The silk net radiates faint enchantment/
  charm magic.
  A6. CESSPIT
  This shallow, foul-smelling pit contains  putrid muck and a number of 
  festering corpses, many of which have been partially eaten. A bloody, 
  tipped over wheelbarrow lies at the edge of the pit.
  Prior to the werewolf gang’s arrival, this  cesspit served as a general 
  rubbish heap for the temple’s inhabitants. After the raid, for lack of a 
  better location, the werewolves deposited the dead bodies here. What 
  was formerly a merely unpleasant odor is now completely noxious, and 
  most creatures  who spend more than one round here start to retch; 
  until leaving the area, a suffering creature receives a -2 to attacks, AC, 
  and saves and is unable to cast their highest-level spells.
  The cesspit contains a total of eleven dead creatures: 1 rust monster 
  (wearing a number of straps, collars, and tethers), 2 werewolves in 
  human form, and 9 actual humans. The latter group includes staff 
  from the temple and a few recent visitors, some of which have been 
  partially eaten by the werewolves before being deposited here. The rust 
  7
  
  monster corpse and one of the werewolf corpses  died during the initial 
  descent of the lunar staircase;  the rust monster panicked during the 
  descent, and fell to its doom, pulling its werewolf handler with it. The 
  other werewolf corpse died ﬁghting a guardian lammasu in the 
  Western Narthex of the temple (area B22).
  Anyone touching the bodies must make a save versus poison or 
  contract a disease. After two days, an affected creature suffers -2 to 
  attacks, AC, and saves and is  unable to cast their highest level-spells. 
  The disease can be treated with constant bed rest, good food, and 
  plenty of ﬂuids, and doing so will cure the disease within 1-4 weeks. If 
  left untreated, the affected creature must save versus poison every week 
  or die.
  Since the addition of the dead bodies, giant ﬁles  have prospered here, 
  with giant larvae crawling on and around the foul mess. The giant ﬂies 
  swarm anyone in the area, attacking (biting) anyone entering the 
  cesspit or carrying any source of obvious food. They are, however, 
  ultimately quite skittish. Any damaged ﬂy keeps  out of melee range, 
  but still stays within the general vicinity in hopes that the threat leaves. 
  Similarly, the ﬂies all stay out of the melee range of any creature 
  carrying a lit torch or otherwise near an equivalent source of ﬁre.
  Giant Bluebottle Flies (10): SZ  M;  AC  6;  MV  9"/30";  HD  3; 
  hp 12, 9, 14, 20, 17, 14, 6, 13, 11, 10;  #AT 1; Dmg 1-8;  SD jump; 
  AL N; XP 75 each; MM2 p. 65.
  A7. SUN TEMPLE
  The Sun Temple is a circular ziggurat with three tiers, the bottommost 
  rising 30 feet with a diameter of 260 feet, and the upper two each 
  rising 20 feet and having diameters of 150 and 90 feet. Like a crinkled 
  spire, an impossibly narrow and steep staircase juts up another 50 feet 
  above topmost tier, putting the apex at 120 feet above ground level. It 
  is built of closely ﬁt amber-hued granite blocks, and is modest in its 
  design, with vertical ridges every 20 feet along the exterior walls.
  Steps lead up to the arched North Entrance (area B1), which is set ﬁve 
  feet above ground level. During sunny days, those who approach this 
  entrance from due north see a bright glow within it. The East 
  Entrance (area B5) is similarly constructed, but it is not visible from the 
  north-south pathway. Even less obvious is the roof entrance;  the ceiling 
  opening for the Chamber of Ascent (area B21) allows access  to the top 
  of the temple and vice-versa.
  Numerous narrow apertures dot the eastern and northern parts of the 
  roof of the ﬁrst tier. These 3 inch diameter shafts are cut at various 
  angles and provide light, air, and even water to some of the chambers 
  inside. They are typically 10 to 20 feet long, and may thus be used to 
  eavesdrop on the corresponding rooms. See Part 2 – Key to the Sun 
  Temple for more details on these shafts.
  A rope dangles  down the south side of the temple, leading up all three 
  tiers and to the opening into the Chamber of Ascent. The werewolves 
  use this  rope as  their primary means  of ingress and egress. It is 250 feet 
  long in total and is  secured with ﬁve iron spikes that have been 
  hammered into the roof granite near the opening so that it may be 
  easily drawn back by anyone nearby. This rope is not obvious  from a 
  distance, for it hangs next to the vertical ridges, but it can be easily 
  spotted by anyone inspecting the entirety of the perimeter at ground 
  level.
  A8. SUNRISE SHRINE
  The Sunrise Shrine is a raised, 50 foot diameter amphitheater 
  circumscribed by twelve columns, each of which is 20 feet tall and 2 
  feet in diameter. Steps lead up from the pathway to the 5 foot tall 
  circular edge of the amphitheater, upon which the columns stand. 
  Inside the edge, and descending toward the east are broad tiers that 
  can serve as seating. An arc-shaped altar stands at the lowest point of 
  the amphitheater, and faces east so that onlookers might view the sun 
  and moon rise up from behind the slab. The surface of the stage-like 
  area upon which the altar rests is mere inches  above ground level. The 
  whole shrine radiates faint magic of an indeterminate variety, and is 
  composed of the same amber-hued granite as the Sun Temple.
  The altar is 4 feet tall, and is primarily engraved with symbols relating 
  to the sun, although there are also diagrams  depicting vision, birth, 
  growth, plants, and harvest. Runes  are engraved on the top of the 
  altar, and are oriented such that one would naturally face east to read 
  them. Read magic reveals the message: "The brilliant body rises to 
  look upon paths not yet taken."
  The runes are a clue for how to gain entry into the secret 
  Underchamber (area A9). As long as light from the rising sun or rising 
  full moon shines directly upon the eastern-most section of the edge of 
  the shrine (marked with an X on the map), an archway comes into 
  existence there, which distorts the local vertical dimension and grants 
  access to the Underchamber 30 feet directly below. (The 
  Underchamber side of the archway is also marked with an X on the 
  map.) If thick clouds (10%  chance at each rise) or other obstructions 
  prevent direct light from shining onto the designated point, the 
  archway will not appear. The rising sun (or full moon) lasts  only from 
  the instant it peeks over the horizon until it is fully visible, which takes 
  3 rounds, after which the archway vanishes. Player characters entering 
  the archway may be trapped inside and unable to exit until the next 
  rising of the sun or full moon.
  A9. UNDERCHAMBER
  This circular chamber is  constructed of amber-hued granite, with 10 
  foot high walls and a domed ceiling that is  20 feet high at the apex. A 
  panoramic set of carvings on the walls depicts  leafy trees, adult and 
  adolescent horses, oxen and goats grazing on grasses, and a sun blazing 
  high in the sky. Three brass spheres  and three steel rods rest on a shelf 
  cut into the north part of the wall. Four columns help support the 
  domed ceiling and also demarcate a 20 foot by 20 foot square area at 
  the center of the chamber, where the ﬂoor is decorated with a tile 
  mosaic of a white, blue, and gray full moon on a black background 
  dotted with silver stars.
  The center of the moon mosaic is pierced by three small holes (1/2 
  inch diameter), arranged in a north-south line and spaced 3 feet apart. 
  The northern and southern holes are 1 inch deep, and the center hole 
  is 2 inches deep.
  The brass spheres are 2 inches, 6 inches, and 18 inches in diameter. 
  Each has a 1/2 inch diameter, 1 inch deep hole in it. The large sphere 
  is mostly hollow and weighs 40 pounds. The medium sphere is likewise 
  mostly hollow, weighs 5 pounds, and is marked like a globe, etched 
  with world’s  continents and a line around the equator, with the hole 
  being at one of the poles. Player characters with strong knowledge of 
  the world’s geography can determine that the hole is at the south pole. 
  The small sphere is partially hollow and weighs 1 pound.
  The steel rods  are approximately 3 feet, 4 1/2 feet, and 5 1/2 feet long. 
  If the player characters measure them precisely, they are 37 inches, 55 
  inches, and 65 inches long. They are 1/2 inch in diameter, and taper 
  slightly at both ends, allowing them to ﬁt snugly into the holes in the 
  brass spheres as well as in the holes in the moon mosaic. Note that 
  although the center hole in the moon mosaic is 2 inches deep, the rods 
  are only tapered enough to be inserted half that far.
  The moon mosaic radiates  strong alteration magic and controls 
  whether the lunar staircase functions correctly during summer, and in 
  its current state, summer operation is unsafe. (See Part 3 – Climbing 
  the Staircase for more details.) To restore correct summer staircase 
  operation, the steel rods  must be inserted into the small holes in the 
  mosaic ﬂoor, and the brass spheres positioned on top of the rods in 
  such a way as to precisely model a full moon at its lowest point during 
  8
  
  summer in the northern hemisphere. Thankfully, the model’s intended 
  arrangement is somewhat intuitive, making it possible to guess  the 
  correct arrangement even without knowledge of astronomy.
  The correct arrangement is as follows: The longest (65 inch) steel rod 
  must be placed into the northern hole, with the largest (18 inch 
  diameter) brass sphere perched atop it. The medium (55 inch) steel rod 
  must be placed into the middle hole, with the medium (6 inch 
  diameter) brass sphere atop it. And ﬁnally, the shortest (37 inch) steel 
  rod must be placed into the southern hole, with the smallest (2 inch 
  diameter) brass sphere atop it. When the model is correctly arranged, 
  and as long as it stays that way, the moon glows in the summer relief in 
  the Chamber of Ascent (area B21).
  The 4 foot square secret door in the northwest section of wall opens 
  into the Underground Tunnel (area B13), but is locked. The 
  mechanism to unlock it is built into the center hole in the moon 
  mosaic. This hole is twice as deep as the other two, and its bottom is  a 
  button that – when ﬁrmly pressed with a narrow rigid object – unlocks 
  the door. The steel rods are insufﬁcient for this purpose because they 
  don’t taper enough to reach the bottom of the hole. At the Dungeon 
  Master’s discretion, any narrow dagger, wand, or similar object 
  sufﬁces. A knock spell or similar magic also works, of course. Once 
  unlocked, the door may be pushed open (swinging into the 
  Underground Tunnel), but unless spiked or otherwise secured, it closes 
  automatically in one round and re-locks after one turn of disuse in its 
  closed state. There is no handle or unlocking mechanism on the side of 
  the door that faces the Underground Tunnel.
  A10. SUNSET SHRINE
  The Sunset Shrine is a series of chambers built from limestone and 
  covered by a massive earthen mound, which is in turn carpeted with 
  grasses and other local vegetation. Originally built as an elf family 
  tomb, the structure is more than a thousand years old, but was never 
  used by the creator or her family. During the past millennium, a few 
  unrelated elves have been interred here, and so their tombs feature 
  engravings and decorations that are younger than the rest of the 
  structure. Ceilings in the Sunset Shrine are 15 feet high, and doors are 
  10 feet tall and 5 feet wide. The doors swing either direction and are 
  weighted such that they close automatically in one round, unless they 
  are spiked or otherwise pinned open.
  a.	 ENTRANCE: These double limestone doors and entryway are 
  situated 5 feet up the mound. A message in elvish on the lintel 
  reads, "With ample memories, we cherish those within. With 
  ample strengths, we guard them."
  b.	 LOBBY: Dried leaves, grass, pebbles, and the occasional branch 
  are scattered here, having been blown or otherwise tracked in 
  while the doors were open. The stone double doors to the Balcony 
  (location g) are decorated with a radiant sunset design made of 
  hammered brass. Large brass holy symbols of the sun god are 
  mounted on either side of the doors. Four black marble statues of 
  solemn elves  stand against the walls. Save for the southernmost 
  tomb, the lintel over each tomb door has been carved with elvish 
  writing; see the individual tomb locations for speciﬁcs.
  c.	 TOMB  OF CARNABI: The elvish writing on the lintel reads, 
  "Carnabi of Morlo."
  
  A marble sarcophagus lies at the center of the room. Its sides  are 
  inscribed with imagery of palm and papyrus trees, and its lid 
  shows a nondescript humanoid with a featureless face. In front of 
  the sarcophagus  is the fallen corpse of a half-orc female. Lying 
  next to her are a crowbar, a footman’s mace, and a burnt torch. 
  Completely ﬁlling a semicircular alcove at the back of the chamber 
  is a 12 foot tall iron statue of a jackal-headed man wearing foreign 
  garb that accentuates its musculature.
  
  The sarcophagus lid weighs 350 pounds. Within the sarcophagus is 
  the plate mail-clad corpse of the elf Carnabi of Morlo, who has 
  been dead for 549 years. A scattering of red sardonyx gems 
  surrounds the corpse. There are 95 such stones, each worth 50 gp. 
  Around the corpse’s neck is a gold amulet of proof against 
  detection and location with a closed-eye motif.
  
  The half-orc corpse wears  leather armor and a backpack, which 
  contains spoiled food, a full waterskin, thieves’ tools, three torches, 
  and 120 gp. She died 6 months ago, without any apparent physical 
  trauma.
  	
  The statue is actually an iron golem tasked with preserving the 
  sanctity of this tomb. If anyone disturbs  the sarcophagus or its 
  contents, or attempts to deface any part of the chamber (including 
  spiking open the door), the iron golem steps out of the alcove to 
  destroy the interlopers. By leaving the alcove, the iron golem steps 
  off of a pressure plate, and by doing so causes  the door to swing 
  closed and lock. This is achieved via 5000 pounds of gradual force, 
  which is  50% likely to dislodge or break each spike that might pin 
  the door. The door unlocks and may move freely when the 5000 
  pound iron golem returns to the alcove after eliminating the 
  interlopers (and restoring the treasure and lid of the sarcophagus 
  as necessary), or when any other object or objects of similar weight 
  is placed on the pressure plate. The iron golem will not pursue any 
  interloper that manages to escape the chamber, even if that 
  interloper carries treasure from the sarcophagus.
  	
  The ceilings in the shrine are high enough for the iron golem to 
  ﬁght in melee without penalty, although it must stoop to get 
  through the doorways.
  
  Iron Golem: SZ  L;  AC  3;  MV  6";  HD  18;  hp  80;  #AT  1;  
  Dmg 4-40;  SA poison gas;  SD hit only by +3 weapons, immunity 
  to most spells; AL N; XP 14550; MM p. 48.
  9
  
  d.
   TOMB  OF SILVRIN: The elvish writing on the lintel reads, 
  "Silvrin Trollbane – She Fought With Elegiac Fury."
  	
  The walls of this tomb are carved with sylvan scenes, and are 
  painted with shades of fern and forest, with highlights of auburn, 
  sepia, and copper. The ﬂoor is colored like moss, and the ceiling 
  like dark clouds. At the center of the chamber and anchored to the 
  ﬂoor is  a stone sarcophagus whose sides depict subterranean 
  landscapes, with still pools, leaning fungous masses, and creeping 
  insect monsters, all etched with horizontal striae, and painted in 
  navy, indigo, myrtle, and cerulean. The lid depicts a cloaked 
  female wood elf warrior with a sword in each hand, and has been 
  painted in a dreary, though lifelike manner on a background of 
  indigo.
  
  Close study of the images depicted on the north wall for 3 turns or 
  more reveals a foot-tall likeness of an elf hiding amongst the trees. 
  This elf’s head is a button that, while pressed, deactivates  a trap on 
  the sarcophagus. 
  
  The sarcophagus lid’s edges  overlap the base by a full foot, and the 
  bulk of the lid is  3 inches  thick. As  a result, the lid is extremely 
  heavy, weighing 1000 pounds. If any amount of this weight is 
  removed from the base without holding down the elf’s head button 
  on the north wall, spring-mounted blades scythe out from between 
  the striae on the sides of the sarcophagus. They attack everything 
  within 3 feet of the sides of the sarcophagus  as a 12 HD monster 
  for 1d8+4 damage + poison. The blades reset and re-coat with 
  poison when the lid is set (or is  dropped) onto its proper position on 
  the base. Note the trap will also spring if the elf’s head button is 
  released while the lid is off the base.
  	
  Within the sarcophagus is the desiccated elf body of Silvrin 
  Trollbane, who has been dead for 821 years. Her garments have 
  disintegrated to tatters, but the two swords at her side still appear 
  serviceable. The ﬁrst is a long  sword +1, cursed and the second 
  is a short sword +1.
  e.	 TOMB  OF SOMGRIS: The elvish writing on the lintel reads, 
  "Somgris, our Inspiration and the First to Walk the Stair."
  	
  Reliefs, carvings, and writing decorate the long walls, and an 
  embellished chandryx sarcophagus rests  in the center of the 
  chamber.
  	
  The reliefs on the northwest wall depict a male elf warrior sitting 
  in an open ﬁeld with his legs  crossed. A spear rests across his lap, 
  and a crescent moon periapt dangles from his neck. Above his 
  head and arranged in an arcing pattern are ﬁve moon shapes. 
  From left-to-right they are a waxing crescent, a ﬁrst quarter moon, 
  a full moon (directly over his head), a last quarter moon, and 
  waning crescent.
  	
  On the southeast wall are three lines of elven script:
  Though you fell as the ﬁrst, you were not the last.
  Friends undertook your quest and completed the journey.
  With this vessel, you may rest in our shared triumph!
  	
  Below the writing is a carving of three circles arranged 
  horizontally, and of increasing size from left to right, with an 
  etched line crossing through all three:
  
  At the Dungeon Master’s discretion, the carving could be the 
  opening mechanism for a magically operated secret door that leads 
  to deeper dungeons. See the similar carving in the Antechamber 
  (area B25) for a possible method of operation.
  
  The lid of the sarcophagus weighs 300 pounds. Its long sides and 
  lid are each etched with the same ﬁve moon pattern that is shown 
  on the northwest wall, except they are arranged in a straight line 
  instead of an arc. The short sides each depict a mirror-imaged pair 
  of crescent moons. Near the base along all four sides is a repeating 
  horizontal pattern of the moon shapes, although each shape is 
  merely 1 inch tall, with a gap representing the new moon between 
  each set. Six of the small full moon shapes – two on each long side, 
  and one on each short side – are buttons. If all six are pressed 
  simultaneously, a ﬁst-sized hatch opens near the bottom of the 
  sarcophagus on the end nearest to the door, revealing a narrow 
  diagonal compartment containing a spear +2. The six buttons 
  radiate dim alteration magic and glow brightly in the direct 
  presence of a chandryx amulet.
  
  Inside the sarcophagus is the body of the elf Somgris, who wears 
  shriveled silk robes. Next to him is a spear, cursed backbiter, a 
  glass vial containing a potion of healing, and a hollow ivory 
  tube worth 90 gp that holds a scroll of protection from 
  undead. Resting on the corpse’s abdomen is  an ebony box 
  containing a silver brooch in the shape of a leaﬂess tree, which is 
  actually a scarab of death. The ebony box is worth 250 gp.
  	
  Somgris  has been dead for 35 years. If speak with dead or 
  similar magic is used to communicate with the deceased elf, he can 
  provide the information in the background up to the point of his 
  death. He does not know whether the staircase was successfully 
  completed, or of the existence of the Sun Temple.
  f.	
  UNUSED TOMB: This chamber is unused. There is no 
  sarcophagus within, and the walls host neither relief nor 
  decoration.
  g.
   BALCONY: This broad landing provides a splendid view of the 
  lands to the southwest, and – more importantly – the sunset. 
  Although there is no altar here, the top of the narrow, waist-high 
  southwest wall is marked with dark smudges and is dotted with bits 
  of wax, indicating its prior use during ceremonies. A pair of brass 
  braziers  also stands here, worth 50 gp each. They are stamped 
  with sun imagery and show signs of use.
  PART 2 – KEY TO THE SUN TEMPLE
  General Features: The walls, ﬂoors, ceilings, doors, and stairs of the 
  temple are constructed of amber-hued granite. Unless otherwise 
  speciﬁed in a particular room or hallway description, the structural 
  qualities are as follows: Room walls are 10 feet tall, and ceilings gently 
  dome to 15 feet high at the apex. Hallways  are only 8 feet wide, with 7 
  foot high walls, and arched ceilings that are 8 feet high at the center. 
  Doors are 6 1/2 feet high, 3 feet wide, and 3 inches thick, and are 
  weighted such that they gently swing closed on their own. They are 
  ﬁtted with cast iron handles with thumb-operated latch releases, but 
  they have no locks. They open into rooms, with hinges  toward the 
  nearest adjoining wall, and in the case of circular rooms, hinges are on 
  the right when viewed from within the room. Although loud sounds 
  (such as combat) can be heard through a single closed stone door, such 
  noises do not travel through a second closed door. Stairs are extremely 
  steep and are composed of 6 inch tall, 3 inch deep steps. Each staircase 
  ascends twice as high as the distance it travels horizontally.
  Combat Restrictions in the Hallways: Because the hallways are 
  narrow and have low ceilings, it is not possible for two elf or man-size 
  combatants  to wield wide- or high-swinging weapons  (such as swords 
  and halberds) side-by-side in the hallway. In general, this means a side-
  10
  
  by-side pair must use thrusting weapons  or short chopping weapons. 
  Smaller combatants are not restricted in this way, nor are one smaller 
  combatant and one elf or man-sized one.
  Light Shafts and Air Shafts: Some of the less-secure rooms of the 
  temple (mainly in the north and east sections  of the structure) feature 3 
  inch diameter shafts that let in air and light into the rooms, while 
  allowing smoke to escape. These are cut at a variety of angles, are 10 
  to 20 feet long, and bring a modicum of sunlight (equal to torch light) 
  into the rooms for as little as 6 hours each day in the winter and 10 
  hours each day during the summer.
  Lighting  Stones: In many of the secure rooms of the temple 
  (roughly speaking, the Narthexes and any room that you must pass 
  through a Narthex to get to), the ceilings are set with several magically 
  enhanced chandryx stones which automatically react to the visible 
  presence of chandryx amulets by glowing with the equivalent 
  brightness  of a light spell. In order to trigger nearby lighting stones, a 
  chandryx amulet must be worn openly;  covering, hiding, or 
  enclosing the chandryx amulet prevents it from triggering the 
  lighting stones. Lighting stones radiate dim alteration magic.
  Wards: Several areas  within the complex are protected by warding 
  magic that – when activated – causes  one or more creatures to prevent 
  intruders  from moving through that area. For these purposes, an 
  intruder is anyone not visibly wearing a chandryx amulet. Each 
  warded area’s description explains exactly how the creature or 
  creatures deal with intruders.
  Each ward is activated and deactivated by a speciﬁc ward painting 
  located elsewhere within the temple. These magical oil paintings each 
  depict the sort of creature that protects the corresponding area. When 
  a ward is inactive, the corresponding ward painting shows the back 
  of the creature’s  head and shoulders;  speaking the phrase, "your help is 
  needed" to the painting causes the likeness to turn around, revealing its 
  face, which then nods  to acknowledge the request. To deactivate a 
  ward, the phrase, "thank you for your service" must be spoken to the 
  painting, causing the likeness to turn around again. The background in 
  each painting is an amber-hued granite dungeon wall. Each is worth 
  200 gp for its artistry.
  RANDOM ENCOUNTERS
  For the Sun Temple’s entrance areas, use the random encounter chart 
  from the Key to the Surrounding Countryside to determine whether 
  any nearby creatures are active therein. For the internal areas 
  controlled by the werewolves, check for random encounters every six 
  turns;  there is  a 50%  chance of encountering 1-4 werewolves from 
  nearby rooms, and a separate 10%  chance of encountering either the 
  disenchanter from the Eastern Narthex (area B15) or the azer and 
  hobgoblins from the Guests’ Quarters (area B17). A few room 
  descriptions also contain explicit details for how to handle random 
  encounters with their occupants. There are no random encounters in 
  the other areas of the Sun Temple, until or unless the various wards 
  are neutralized, at which point the aforementioned chances  of random 
  encounters apply.
  B1. NORTH ENTRANCE
  Both long walls feature wide murals that are illuminated during the 
  day by light shafts. The west wall is painted with a maroon, fuchsia, 
  and mauve sun setting into an azure ocean, and the east wall is painted 
  with an orange and gold sun rising behind umber mountains.
  During sunny days, concentrated sunlight beams down this hallway 
  from the reﬂective face of the pulpit in the Sermon Chamber (area 
  B2). At its brightest, the light is strong enough to force creatures in the 
  hallway to avert their eyes. Creatures who suffer penalties for operating 
  in light or sunlight are affected doubly while illuminated by this beam.
  B2. SERMON CHAMBER
  This worship room features a granite and brass pulpit on a half-circle 
  dais, which is ﬂanked by four mahogany pews with polished brass 
  ornamentation. Two thigh-high soapstone holy water fonts ﬂank the 
  north archway; they are empty.
  The concave mirrored brass front on the pulpit reﬂects and 
  concentrates sunlight that shines through the many light shafts  in the 
  ceiling. During bright, clear days, a visible beam shines northward into 
  the North Entrance hallway (area B1). Creatures who suffer penalties 
  for operating in light or sunlight are affected doubly while illuminated 
  by the beam.
  B3. SHRINE OF THE SUN GOD
  A 10 foot tall yellow and white marble statue of the sun god dominates 
  the room. It stands near the eastern wall and looks toward the western 
  archway with its  face gazing downward and arms outstretched in a 
  pose that suggests both grandeur and kindness. Although the ceiling 
  does not contain any light shafts, the room is still quite bright and 
  warm, for the statue’s eyes beam radiant sunlight into the center of the 
  room. Carved murals  on the walls convey esteem for growth, 
  agriculture, and life.
  The eye beams create the equivalent of a continual light spell, 
  except that only a 10 foot radius area is illuminated, and the real 
  warmth of sunlight is generated. At sunrise each day, each creature 
  resting in the illuminated area heals 1 hp. In addition, the efﬁcacy of 
  healing magic is doubled so long as the recipient is within the 
  illumination. If the statue is somehow removed from the temple, the 
  magical eye beam effect no longer functions.
  A mated pair of six-foot long venomous  snakes lives  here and enjoys 
  the constant warmth and regenerative properties of the room. They 
  have a cluster of eggs at the foot of the statue. The snakes are 
  interested only in preservation of themselves and their nest, and they 
  typically have no interest in creatures the size of typical adventurers. 
  However, they hiss a warning at anyone who enters the room, and 
  attack to defend the nest if anyone approaches within 10 feet. There is 
  a 20% chance that one of the snakes  is outside hunting when the PCs 
  enter;  this snake returns in 1-3 hours and is very likely to attack anyone 
  near its mate or the eggs.
  Poisonous Snakes (2): SZ S;  AC 6;  MV 15";  HD 2+1;  hp 12, 15; 
  #AT 1;  Dmg 1 + poison (paralysis for 1-4 days);  AL N;  XP 285 each; 
  MM2 p. 111.
  11
  
  B4. FANE OF WISDOM
  Here, a startlingly pungent smell and a camphoraceous odor unsettle 
  the senses  and speed breathing. The smells waft upward from a variety 
  of wicker and glass  vessels set at the ﬂanks of a squat granite altar 
  whose sides are covered with blood-red hand, ear, and mouth prints, 
  many of which appear to be made by children. Behind the altar stands 
  a 5 foot tall whitewashed stone statue depicting a bald, androgynous 
  human wearing only a tunic. The statue covers its eyes with its hands, 
  and its mouth is open slightly as if to speak. The walls are densely 
  packed with runes, symbols, and other writing. Every language familiar 
  to the common races is represented, and each bit of writing translates 
  to the same phrase: "The Oracle aids only those who appreciate 
  knowledge and understand its value."
  During the day, the room is lit only dimly by the six light shafts in the 
  ceiling, for they have been partially clogged with dried branches.
  The harsh odors come from large quantities of smelling salts and tea 
  tree oil, and reduce the odds of successfully performing meticulous 
  work by half, including careful searching, disarming traps, and casting 
  most spells.
  The secret door in the southwest corner swings into this  room and is 
  formed from a 3 foot wide, 5 foot tall section of the wall. The side of 
  the door facing this room has no handle and the wall is smooth, so it is 
  difﬁcult to open from within here. It is doubly locked (see area B20), so 
  two knock spells  are necessary to completely unlock it from the Fane 
  of Wisdom side.
  B5. EAST ENTRANCE
  The underside of the entrance lintel is engraved with, "In the east He 
  shall rise." The words are oriented to be read by persons exiting the 
  temple.
  B6. SUN CORRIDOR
  Shallow waist-high alcoves  line the east and west walls, and each 
  contains a locally grown or crafted offering to the sun god. At the 
  south end of the corridor, stands  a half-scale polished bronze statue of 
  the sun god riding a chariot pulled by four galloping horses. During 
  the day, the whole hallway is brightly illuminated by light shafts, some 
  of which come from the north and use mirrors to bring in the light.
  The statue weighs 700 pounds, comes apart into 6 pieces (the sun god, 
  the chariot, and each of the four horses), and is worth 10000 gp. 
  Anyone removing it from the Sun Temple is cursed such that they 
  cannot see while any amount of sunlight shines  on them. This curse 
  can only be removed by restoring the statue to its rightful place in this 
  corridor, followed by a remove curse spell cast by a 12th or higher 
  level cleric of the sun god.
  B7. MOON CORRIDOR
  This corridor is cooler and darker than the adjoining areas. Heavy 
  black velvet curtains  hang in front of the two entrance archways. No 
  light shafts  are present here, but the corridor is softly lit by ﬁve glowing 
  3 foot diameter chandryx discs that are set into the walls. A pair of 
  bipedal tiger warrior statues stands at each end of the corridor.
  The glowing discs are similar to lighting stones, except they are only 
  equivalent to candlelight, and the presence of a chandryx amulet is 
  not necessary for them to magically glow. Each disc represents a 
  different phase of the moon by glowing only from the appropriate 
  portions: First quarter moon (left half glows, middle of the west wall), 
  waxing gibbous (left 3/4 glows, on the west wall opposite the east 
  archway), full moon (entire disc glows, south wall of the hallway), last 
  quarter moon (right half glows, middle of the east wall), waxing 
  crescent (left sliver glows, east wall opposite the west archway). A sixth 
  chandryx disc is set into the north wall of the hallway, but does not 
  magically glow, and represents the new moon. Because of the 
  arrangement of the discs, there is more light at the south end of the 
  corridor than at the north.
  The bipedal tiger statues  are actually caryatid columns, and they wield 
  short bows and long spears. Their thrusting weapons allow each pair to 
  ﬁght in melee side-by-side despite the narrow corridor.
  If activated by the tiger ward painting in the Commons (area B8), 
  the four caryatid columns are programmed to prevent anyone from 
  entering the hallway from any direction, save those openly wearing a 
  chandryx amulet, or accompanied by such a person. Note that the 
  tiger ward painting has  already been activated at the start of the 
  adventure. The caryatid columns  ﬁrst verbally warn those who enter 
  that they must instead leave, then they close to block progress, 
  attempting to push back the intruders. Finally, they attack intruders  if 
  other methods prove unsuccessful, or if they are attacked in any case.
  Caryatid Columns (4): SZ M;  AC 5;  MV 6";  HD 5;  hp 22 each; 
  #AT 1;  Dmg 2-8;  SD reduced damage from weapons, and weapons 
  that hit it may break; AL N; XP 280 each; FF p. 18.
  B8. COMMONS
  A dozen light shafts keep this combination lounge and eating area well 
  lit during the day, while three large wrought iron candle chandeliers 
  hang from the ceiling for light at other times.
  The lounging area at the north end features  sturdy oak tables, 
  comfortable padded chairs, a dark leather couch, and other pleasant 
  accessories. A mural of the winery and vineyards  is painted on the 
  north wall, and a broad oil painting of a bustling seaport hangs  on the 
  west wall. The latter is of exceptional quality and is  worth 100 gp. It 
  also radiates  dim magic (thanks to a Nystul’s magic aura spell), but 
  it has no magical function.
  12
  
  The south end of the chamber serves as a dining area. Four 15 foot 
  long, heavily-worn pine dining tables  ﬁll the space, along with eight 
  benches of similar length, all arranged to seat as many as 40 people. 
  The tables are cluttered with dirty plates, cups and utensils, stained 
  napkins, and all manner of spoiling, smelly refuse.
  On the middle of the south wall hangs a 2 foot wide, 3 foot tall oil 
  painting of the head and torso of a female bipedal tiger. This tiger 
  ward painting is associated with all of the caryatid columns in the 
  Moon Corridor (area B7). It is currently activated, with the front of the 
  tiger’s face showing in the painting. It radiates dim abjuration magic. 
  On the back of the painting, three words are written, one above the 
  other: "abate," "assail," and "await."
  Two werewolves lounge here, ostensibly as guards in case intruders 
  enter from the east. Although they are supposed to be alert and in 
  human form, they are not very disciplined;  if they are surprised, they 
  are 50% likely to be in animal form. There is  also a 10% chance that 
  the scullery maid is  here serving food or pretending to clean. See the 
  Housekeepers’ Quarters (area B10) for her details.
  When intruders  enter, the overconﬁdent werewolves feign friendship 
  and try to lure the “guests” to the lounging area. Once the intruders’ 
  guard is down, the werewolves isolate a weak or obviously wounded 
  intruder and then suddenly attack with broad swords. They switch to 
  animal form and attack with natural weapons once they have the 
  upper hand in combat.
  Werewolves (2): SZ M;  AC 5; MV 15"; HD 4+3;  hp 19, 20; #AT 1; 
  Dmg 2-8 or by weapon;  SA surprise on 1-3;  SD hit only by silver and 
  magic weapons;  AL  CE;  XP  310  each;  MM  p.  63. Each wears a 
  platinum armband worth 200-500 gp and carries a broad sword.
  B9. WORKROOM
  Once a well functioning storage, laundry, dishwashing, and general-
  purpose labor room, this chamber now stands in chaotic disarray. 
  Broken dishes, greasy cookware, and mounds of laundry – some of it 
  stained with blood – are heaped on the ﬂoor, a pine worktable, and a 
  work stove, while cleaning implements  and household supplies spill out 
  of a storage wardrobe against the wall. The plentiful illumination from 
  the light shafts brings no cheer to the room.
  The scullery maid is here 40% of the time, allegedly working, though 
  she usually loafs until one of the werewolves  demands something of 
  her. See the Housekeepers’ Quarters (area B10) for her details.
  B10. HOUSEKEEPERS’ QUARTERS
  Three small, tidy beds sit with their heads against the west wall, with 
  short dressers opposing each one. Though modest, the room is neat 
  and clean, and fresh air from the three light shafts gives this dormitory 
  a hospitable feeling.
  The dressers contain only clothes and personal grooming effects.
  This is  the residence of the temple’s scullery maid, presently the 
  werewolves’ servant and hostage. She contracted lycanthropy during 
  the original werewolf assault and is now a werewolf herself, albeit a 
  weak one. She stays in human form except when enraged or when 
  compelled by the moon. She holds onto some of her former human 
  mindset, though with each full moon and the involuntary form change 
  that comes with it, she inches closer to eternal wickedness. When she is 
  not working (or pretending to work) elsewhere, she is here resting.
  Her treasure consists of a leather drawstring pouch containing gems 
  (three ﬂawed star rose quartz worth 30 gp each, and a very small topaz 
  worth 200 gp) that she discovered in a dead guard’s footlocker. It is 
  now stuffed inside her pillow on the southernmost bed.
  The scullery maid wants nothing more than to save her own skin and 
  escape, and is willing to reveal her knowledge of the werewolves’ 
  numbers, their comings  and goings, and their locations in order to 
  achieve her goal. She reacts  to nearby sounds  of combat by retreating 
  here and sliding one of the dressers  to block the door. If the gang of 
  werewolves  retreats to another part of the temple or leaves it entirely, 
  she retreats here, recovers the gems, and looks for a chance to exit the 
  temple on her own.
  Scullery Maid / Werewolf: SZ M;  AC 5;  MV 15";  HD 4+3;  hp 12; 
  #AT 1;  Dmg 2-8;  SA surprise on 1-3;  SD hit only by silver and magic 
  weapons; AL CE; XP 310; MM p. 63.
  B11. GUARDS’ QUARTERS
  Three ceiling shafts provide feeble light during the day to this shared 
  bedroom. Four bunk beds are arranged against the walls, but none of 
  the mattresses are present, and the blankets, sheets, and pillows are 
  piled haphazardly in the center of the room. Two footlockers  rest by 
  each bunk.
  All of the footlockers have locks, but only two are locked. Each one 
  contains sundry clothes  and worthless  mementos. One of the locked 
  footlockers also contains  a concertina (worth 5 gp) that wheezes 
  harshly. Removing one end of the concertina reveals a burlap pouch 
  containing a deck of marked playing cards  with a sylvan motif (worth 
  2 gp), a pair of ivory dice with red daggers for pips (worth 100 gp), and 
  12 pp. Once the sack is removed from the concertina and the end is 
  reattached, it plays properly.
  B12. KITCHEN
  Cookware and foodstuffs  litter a maple worktable and a butcher block 
  in the middle of the room, as well as various shelves  bolted to the walls. 
  Ovens, stoves, a ﬁrewood niche, and a cistern are built into the east 
  wall. Ventilation shafts above the ovens and stoves draw out smoke, 
  while drainage shafts  channel water into the cistern. Six light shafts  are 
  cut around the perimeter of the room, providing ample working light 
  during the day. A 2 inch diameter drain is cut into the ﬂoor directly 
  under the worktable, leading to a deep crevasse under the complex.
  The cistern is cut 3 feet into the wall, is 3 feet wide, and starts 3 feet 
  above ﬂoor level. It descends 20 feet below the ﬂoor, and is  ﬁlled to 
  capacity, just one foot below the lip. An overﬂow drain is  cut into the 
  back wall of the cistern immediately above the water line. A copper 
  lever protrudes from the wall face below the cistern opening. When 
  lifted, the lever opens a drain at the bottom of the cistern;  the water 
  takes 1 turn to drain.
  A narrow door is built into the eastern wall at the very bottom of the 
  cistern. The pivoting slab of stone is 1 1/2 feet wide and 4 feet tall, has 
  a handle cut into it, and pulls inward. The weight and pressure of the 
  water prevents the door from opening as long as the cistern contains 2 
  feet or more of water. The door leads to the Underground Tunnel 
  (area B13).
  13
  
  B13. UNDERGROUND TUNNEL
  This cramped, roughhewn tunnel gradually slopes downward to the 
  southeast and travels over 500 feet, taking advantage of a few natural 
  ﬁssures along the way. As a result, it bends and turns in several places, 
  making it impossible to see more than 100 feet ahead at any point. 
  Human-size creatures must travel single ﬁle through the majority of 
  the tunnel’s length.
  The northwest end of the tunnel terminates at a small worked stone 
  door that opens  into the cistern in the Kitchen (area B12);  if the cistern 
  is not empty, the door cannot be opened. The southeast end of the 
  tunnel stops at a 4 foot square locked stone door without an obvious 
  locking/unlocking mechanism;  it leads to the Underchamber (area 
  A9).
  At the midpoint of the tunnel lies the curled corpse of a burglar whose 
  gear includes a lantern, leather armor, a hammer, a dagger, boots of 
  elvenkind, and a backpack containing thieves’ picks & tools, two glass 
  ﬂasks (holy water, potion of diminution), a magic user scroll of 
  detect evil, and 188 sp.
  Five years  ago, the burglar schemed to rob the temple by sneaking in 
  via this secret tunnel. However, by the time the burglar discovered that 
  the cistern door would not budge, the Underchamber door had re-
  sealed itself, imprisoning him in the tunnel forever. With no hope of 
  survival, the burglar went mad and died of starvation. Now his cruel 
  spirit haunts the tunnel as  a spectre, lusting for life energy and eagerly 
  investigating any activity here.
  Spectre: SZ  M;  AC  2;  MV  15"/30";  HD  7+3; hp  33;  #AT  1; 
  Dmg  1-8  +  energy  drain  (2  levels);  SD  hit only by magic weapons, 
  immune to poison, paralyzation, and some spells;  AL LE;  XP 1965; 
  MM p. 89.
  B14. PANTRY AND COOK’S QUARTERS
  Wooden shelves against the west wall hold all manner of preserved and 
  dried foodstuffs, while a pine log bed and matching dresser, desk, and 
  stool ﬁll the rest of the room. The dresser and desk are cluttered with 
  personal effects. 
  Inside a recipe book on the desk is a folded sheet of parchment with 
  labeled sketches of maternid, hestern, and turlik’s hands, as well as a brief 
  description of each herb’s powers: "Boosts female fertility," "drink brew 
  of 20 berries to feel rested," and "hold under the tongue for healing" 
  respectively. Also on the desk is a stumpy crock containing four small 
  bundles of dried turlik’s hands with three months of potency remaining. 
  See the Herb Beds (location g of area A5) for more details on the 
  herbs.
  B15. EASTERN NARTHEX
  Bloodstains and concentrated areas of charring mar the ﬂoor and walls 
  of this circular chamber, which is  lit by four lanterns that hang from 
  wrought iron stands. A bed of pillows and carpets lies near the 
  northwest wall. The ceiling is set with four lighting stones.
  Structural locks prevent each of the four doors from opening unless the 
  other three are closed. There are no keyholes or other accessible 
  mechanisms for unlocking the doors;  the only way to unlock and open 
  a door is to close the other three. If knock or similar magic is used to 
  unlock a door, the other doors close automatically.
  This is now the home of and sentry point for a disenchanter who came 
  from the moon as  an ally of the werewolves. When unfamiliar 
  creatures  enter, the disenchanter rises from its bed of pillows, ﬂips over 
  a small sand clock and sets it on the ground, and then issues an 
  ultimatum:
  "You have one minute to feed me magical objects  of sufﬁcient 
  power to satisfy my hunger. If you fail, my demonic master will 
  materialize and consume your souls."
  The disenchanter only declares its hunger satisﬁed once it receives  a 
  magical weapon or a bundle of magical missiles of at least 10 in 
  number, either of which it disenchants immediately. It also 
  immediately disenchants any potions or armor given to it, but the 
  werewolves  have instructed it to collect – but not disenchant – other 
  sorts of magic items in case those items are important to their search. 
  If faced with a ﬁght, or if the sand clock is about to run out, the 
  disenchanter attempts to disenchant a single item and then ﬂees.
  If creatures continue through the north door after appeasing the 
  disenchanter, the disenchanter holds  open the east door for an hour so 
  as to prevent the creatures from retreating back through this room.
  Disenchanter: SZ  M;  AC  5;  MV  12";  HD  5;  hp  18; #AT  1; 
  Dmg  disenchant; SD  hit only by magic weapons;  AL  N;  XP  318; 
  FF p. 27.
  B16. GREAT ROOM
  This irregularly shaped room smells of mildew, rotting meat, and rust. 
  It is dimly lit by a wooden candelabrum that sits on a large mahogany 
  table near a group of ﬁve mattresses along the east wall. Two more 
  tables  stand in the center of the room, cluttered with food remnants, 
  and haphazardly arranged with a half dozen matching chairs. A 
  painting hangs on the south wall near the west door, and four tall, wide 
  reliefs decorate the walls of the central area. Six lighting stones are 
  set into the ceiling, with four in the central area and one near each 
  door.
  The interior door handles  are thoroughly wrapped with leather and 
  canvas strips that completely cover the iron hardware. This covering 
  also holds down the thumb latches  such that the doors are unlatched 
  and will swing when pulled (from the inside) or pushed (from the 
  outside).
  Each piece of furniture breaks or collapses under strain, for many of 
  the nails appear to have rusted away. In fact, the room is almost 
  completely devoid of metal, for any such object has either been 
  14
  
  consumed by the rust monster (see below) or moved to the Oracle’s 
  Quarters (area B19).
  The reliefs are as follows:
  	
  Northwest Wall: A plate-clad human (Andril Strong Arm) holds  his 
  winged helm at his side and kneels before the enormous throne of 
  a regal looking giant.
  	
  Northeast Wall: A plate-clad human with a winged helm (Andril) 
  thrusts his sword at a large rearing insectoid worm with fangs, 
  bulging eyes, and fanned wings near its head.
  	
  Southeast Wall: A spear-wielding elf (Somgris) falls  from the top of 
  a tall, steep staircase that rises  up out of the ground. Above the 
  staircase is the night sky, including stars and a full moon.
  	
  Southwest Wall: A plate-clad human with a winged helm (Andril) 
  ascends a tall, steep staircase that rises up from the top of a three 
  tiered ziggurat and toward a full moon perched almost directly 
  above the top of the staircase.
  The painting is a creature-less ward painting and depicts only a 
  background: A granite-hued dungeon wall. It is associated with the 
  ward that formerly protected the Eastern Narthex (area B15), but the 
  painting serves no purpose since the werewolves destroyed the 
  corresponding guardians. It radiates dim abjuration magic.
  Lounging here are six werewolves and their "trained" rust monster, 
  which immediately attack anyone unfamiliar that enters the room. The 
  rust monster is restrained near the north wall by the 21 hp werewolf 
  via a specialized leather and bone harness that also attaches  to four 50 
  pound stone weights;  the handler releases  the rust monster at the start 
  of combat. The three weakest werewolves are former Sun Temple 
  guards who are now completely depraved and no longer desire a cure 
  for their lycanthropy.
  Werewolves (6): SZ M;  AC 5;  MV 15";  HD 4+3;  hp 23, 18, 17, 14, 
  22, 21;  #AT 1;  Dmg 2-8 or by weapon;  SA surprise on 1-3;  SD hit 
  only by silver and magic weapons;  AL CE;  XP 310 each;  MM p. 63. 
  Each carries two bone javelins. The three toughest werewolves each 
  wear a shoulder bag containing personal effects and a canvas-wrapped 
  platinum armband worth 200-500 gp.
  Rust Monster: SZ  M;  AC  2;  MV  18";  HD  5;  hp  19;  #AT  2; 
  Dmg  destroy  metal;  SD  destroys metal that hits it;  AL  N;  XP  275; 
  MM p. 83.
  B17. GUESTS’ QUARTERS
  Three simple pine bunk beds and a pine table are crammed at the 
  south end of the room, while a scaly, deep red pelt rests near the north 
  wall, partially covering a sooty area on the ﬂoor and wall. The pelt is 
  arranged as though it is a bedroll. Two lighting  stones are set into 
  the ceiling.
  The pelt is from a salamander of the largest size, and is  resistant to 
  both ﬁre and heat. To a collector of oddities or trophies, it is worth 500 
  gp.
  An azer and his  three hobgoblin bodyguards stay here as boarders. 
  The azer hopes to overthrow the werewolves and take over the Sun 
  Temple, but he currently lacks the muscle to do so. Through his 
  dealings with the werewolves, the azer learned that the werewolves 
  kidnapped the oracle and took her to their king, and he rightly suspects 
  that their lair is not of this world.
  The group is able to hear combat in the adjoining room, but will not 
  expose themselves  until the rust monster is neutralized. They attack 
  only in self-defense until one side appears to have an upper hand, at 
  which point they join the winning side.
  Azer: SZ  M;  AC  2;  MV  12";  HD  5+4;  hp  37;  #AT  1; 
  Dmg  5-10  (mallet)  or 4-9  (javelin);  SA  heat;  SD  immune to ﬁre; 
  AL LN;  XP 384;  MM2 p. 12. He carries 2 javelins, a mallet, a ring  of 
  warmth, and a chain mail pouch containing 140 gp and three red 
  garnets worth 100 gp each.
  Hobgoblins (3): SZ M;  AC 5; MV 9”;  HD 1+1;  hp 7, 6, 4;  #AT 1; 
  Dmg 2-8;  AL LE;  XP 31 each;  MM p. 52. They wear chain mail and 
  wield guisarmes. Each one carries 15 cp and 5 gp.
  B18. NORTHERN NARTHEX
  NOTE: Although this room’s  natural size is 30 feet in diameter, a 
  spatial distortion effect sometimes (as described below) increases the 
  interior diameter to 75 feet. This does not affect the door sizes, ceiling 
  height, or other room dimensions.
  This chamber’s only signiﬁcant features  are the two doors, four 
  lighting stones in the ceiling, and several large symbols etched into 
  the surface of the ﬂoor. Three irregular regions of the ﬂoor are 
  rougher and darker in color than the rest of the granite in the 
  chamber. (See the illustration on page 21.)
  As with the Eastern Narthex (area B15), a structural locking 
  mechanism prevents either door from opening unless the other is 
  closed. See the Eastern Narthex for details on how to adjudicate this 
  sort of mechanism.
  The ﬂoor of the chamber is map is  based on Andril Strong Arm’s 
  adventures on the lunar disc. The symbols  show some of the locations 
  and geographical features he explored.
  This chamber is protected by a ward that – when activated by the 
  dretch ward painting  in the Oracle’s Quarters (area B19) – 
  summons eight dretch into the room whenever one or more other 
  creatures  are in the room and both doors are closed. (i.e., if the player 
  characters enter the room and let the door naturally swing closed 
  behind them, the dretch are summoned.) Also, as long as the dretch 
  ward painting is activated, a spatial distortion effect increases the 
  diameter of the room to 75 feet;  this is true regardless of whether 
  other creatures are in the room or whether the doors are closed. The 
  spatial distortion causes the room to radiate moderate alteration magic. 
  Note that the dretch ward painting has already been activated at 
  the start of the adventure.
  The dretch materialize at positions equally distributed around the 
  edges of the room. They cannot be surprised, and they immediately 
  attack anyone who has entered the room, save those openly wearing a 
  chandryx amulet. One dretch always begins  combat by attempting 
  to gate in a Type I demon, while the rest engage in melee or use spell-
  like abilities  as  appropriate, with tactics limited by their mediocre 
  intelligence. Because of their magic resistance, the dretch are quite 
  willing to include each other within the area of their stinking cloud 
  ability. Although they do not pursue anyone who ﬂees the room, they 
  are eager for combat and move to block the exits at an early 
  opportunity. The dretch back down if someone holds forth a 
  chandryx amulet and commands them to cease attacking and move 
  away. One turn after all other creatures  leave the room, the dretch 
  vanish, returning from whence they came.
  Dretch (8): SZ S; AC 2;  MV 9";  HD 4;  hp 11, 21, 17, 24, 15, 16, 16, 
  16;  #AT  3;  Dmg  1-4/1-4/2-5;  SA  spell-like powers  (darkness 5-foot 
  radius, scare, stinking cloud, telekinesis 500 gp weight, teleport, gate); 
  SD 30% magic resistance, half damage from cold, electricity, ﬁre, and 
  gas; AL CE; XP 247 each; MM2 p. 38.
  15
  
  B19. ORACLE’S QUARTERS
  A charcoal gray velvet curtain divides the room into equal sized 
  eastern and western halves. The ceiling is set with three lighting 
  stones, two on the east side and one on the west.
  The eastern half is designed for study, with a teak desk and matching 
  seat, an oak table with four chairs, and an oak bookcase stocked with 
  rolls of parchment, writing implements, and various almanacs  and star 
  charts. On the north wall is a dretch ward painting, and between 
  the doors on the east wall is a stunjelly ward painting.
  
  Dretch ward painting: This ward painting is  currently active, 
  and it depicts the face and hunchbacked shoulders of a bald 
  grotesque humanoid (a dretch) against a background of an interior 
  worked stone wall. If it is deactivated, it depicts  only the dretch’s 
  sparsely haired back, since the pitiful demon’s hunch occludes  the 
  back of its  head. This ward painting corresponds to the dretches 
  and spatial changes  in the Northern Narthex (area B18). This 
  painting radiates strong conjuration/summoning and alteration 
  magic.
  	
  Stunjelly ward painting: This ward painting is  currently active, 
  and it depicts an interior worked stone wall. Despite the visual 
  similarity to a ward painting for which the corresponding creature 
  has been eliminated, this particular scene actually depicts a 
  stunjelly, and it is  designed to trick interlopers into believing the 
  corresponding ward creature has already been eliminated. Careful 
  comparison of this ward painting in its activated state reveals that 
  the stunjelly wall is closer to the foreground than the wall 
  background of other ward paintings, thus providing a clue about 
  the trick. If the painting is deactivated, the stunjelly wall rotates 
  around and fades, revealing the usual dungeon wall background. 
  This ward painting corresponds to the stunjellies at the Warded 
  Intersection (area B24). This painting radiates faint conjuration/
  summoning magic.
  The western half of the room is a dormitory that features a rumpled 
  double bed, two similarly untidy twin-size beds, and a pair of large 
  dressers, all made of teak. A full large sack slumps  awkwardly on the 
  ﬂoor in the middle of the furniture next to two wine crates.
  The dressers contain only clothing, linens, and personal effects. The 
  wine crates hold 7 full bottles (worth 1 gp each) and 11 empty ones. 
  The large sack contains assorted metal items gathered from elsewhere 
  in the complex, including an iron ring of eight keys for the footlockers 
  in the Guards’ Quarters (area B11) and a hand-sized hammered brass 
  wall decoration depicting a sunrise, which can be used with the 
  scrying pool in the Sanctum (area B20).
  Formerly the main residence of the oracle and her two young 
  assistants, this room is now occupied by four werewolves who 
  aggressively attack trespassers. However, at any given time, 1-4 of them 
  are resting in the western half of the room, and are unable to act for 
  one round as they rouse.
  Because there is only one door between this room and the Sanctum 
  (area B20), the werewolves that occupy this room are able to hear 
  obvious sounds of combat therein and investigate after one round, plus 
  any time necessary for them to rouse.
  Werewolves (4): SZ M;  AC 5;  MV 15";  HD 4+3;  hp 26, 22, 28, 22; 
  #AT 1;  Dmg 2-8 or by weapon;  SA surprise on 1-3;  SD hit only by 
  silver and magic weapons;  AL  CE;  XP  310  each;  MM  p.  63. Each 
  wears  a platinum armband worth 200-500 gp, and the largest two each 
  carry a short bow and 20 arrows, while the smaller two carry two bone 
  javelins.
  B20. SANCTUM
  This luxurious dressing chamber features deep purple draperies  along 
  the walls, a mirrored teak vanity and matching cushioned seat, and a 
  nest of silk pillows on the ﬂoor surrounding a polished silver basin. 
  The air smells vaguely sweet, as though incense was used here some 
  time ago.  However, the opulence of the chamber is spoiled by a trio of 
  ﬁlthy mattresses near a careless  heap of loot. The ceiling is set with two 
  lighting stones that illuminate the room in response to the presence 
  of a chandryx amulet at the top of the loot pile.
  The vanity’s  drawers contain ink, writing quills (crow, ostrich, peacock, 
  and peryton), parchment, assorted divination aids, a jar of chandryx 
  dust, and a shallow ebony box that holds a thick pad soaked with 
  moonlight ink.  Hanging from the vanity mirror is a hand-sized 
  hammered brass decoration depicting a sunset.
  Each of the 15 silk pillows in the nest is worth 5 gp. The 3 foot 
  diameter polished silver basin is half-ﬁlled with water. It is a scrying 
  pool whose properties are described below. Next to the silver basin 
  and obscured by the pillows is a wire basket containing leaves, and a 
  blazing sun decoration made of hammered brass, all of which are 
  slightly damp.
  The loot pile is  comprised of the werewolves’ recently-acquired 
  treasure, including the last few months’ worth of offerings to the 
  oracle:
  • Chandryx amulet.
  • 392 recently minted gp and 220 sp in a burlap sack.
  • Silver tea set worth 100 gp.
  • 8 inch diameter solid glass orb worth 10 gp.
  • Set of nine military strategy books worth 200 gp total.
  • 10 square yards of silk fabric woven with gold threads worth 
  275 gp.
  • Fine dagger with a golden yellow topaz stone set into the pommel 
  worth 500 gp.
  Behind a drapery on the east wall is a handle for the secret door, whose 
  presence is obvious once the drapery is  moved aside. It is kept doubly 
  locked via a pair of simple sliding bolts.
  Sohrab, the leader of the werewolf gang, lives here along with one of 
  his mates and their grown daughter Azara, who is skilled in the 
  magical arts. Although they are quick to attack any weak group of 
  intruders, these werewolves are savvy enough to know when the odds 
  are against them, and they have plenty of loot and information with 
  which to bargain.
  Because there is only one door between this room and the Oracle’s 
  Quarters  (area B19), the werewolves that occupy this  room are able to 
  hear obvious sounds of combat therein and investigate after one 
  round.
  16
  
  Sohrab, Werewolf Leader: SZ M;  AC 5;  MV 15";  HD 6+3;  hp 31; 
  #AT 1;  Dmg 2-12 or by weapon;  SA surprise on 1-3; SD hit only by 
  silver and magic weapons; AL  CE;  XP  765;  MM  p.  63, but with 
  increased HD and Dmg. He wears two platinum armbands  (worth 500 
  gp each), and attached to these armbands are two steel vials containing 
  a potion of ESP, and a potion of gaseous form. He also carries a 
  short bow and 20 arrows.
  Azara, Werewolf Thaumaturgist: SZ  M;  AC  5;  MV  15"; 
  HD 4+3;  hp 20;  #AT 1;  Dmg 2-8;  SA casts spells as 5th level magic 
  user with a 16 Int, surprise on 1-3;  SD hit only by silver and magic 
  weapons, may save as  5th level magic user;  AL  CE; XP  385; 
  MM p. 63. She wears two platinum armbands  (worth 500 gp each) and 
  a shoulder satchel containing her spell components, a wand of fear 
  (10 charges, made of ivory and etched with the command word, 
  "zarel"), and her spell book, which contains the following spells: hold 
  portal, magic missile, read magic, spider climb, unseen 
  servant, web, knock, lightning  bolt. She memorized the following 
  spells:
  First Level: hold portal, magic missile (x2), spider climb
  Second Level: web (x2)
  Third Level: lightning bolt
  Werewolf: SZ M; AC 5;  MV 15";  HD 4+3;  hp 14;  #AT 1;  Dmg 2-8; 
  SA surprise on 1-3; SD hit only by silver and magic weapons;  AL CE; 
  XP 310;  MM p. 63. She wears  a platinum armband worth 300 gp, and 
  a silver necklace with a castle-shaped pendant worth 85 gp.
  Scrying pool: This silver basin radiates strong divination magic. 
  When it is ﬁlled with at least a gallon of water, and one of a set of 
  associated items is submerged within it, the user can gaze into the 
  water and scry on one of several speciﬁc areas. Even if the viewed area 
  is dark, the user sees it as though it is  illuminated by a light spell. The 
  particular location to be viewed and heard is dependent on the exact 
  item submerged within the pool:
  	
  FANE OF WISDOM (area B4): Submerge the decoration of a 
  blazing sun, which starts out in the wire basket next to the scrying 
  pool. The viewing point also allows the user to look through the 
  archway into the Sermon Chamber (area B2) and even see a little 
  bit of the Shrine of the Sun God (area B3).
  
  SUNRISE SHRINE (area A8): Submerge the sunrise decoration 
  face up. (Assume the player characters  submerge the decoration 
  face up unless they explicitly say otherwise.) The sunrise decoration 
  starts out amongst the loot in the Oracle’s Quarters (area B19).
  	
  UNDERCHAMBER (area A9): Submerge the sunrise decoration 
  face down.
  	
  LOBBY OF THE SUNSET SHRINE (location b of area A10): 
  Submerge the sunset decoration, which starts out hanging from the 
  vanity mirror in the Sanctum.
  
  TOP OF THE STAIRCASE: Submerge one or more leaves from 
  the surrounding countryside to view from the very top of the Sun 
  Temple’s crinkled spire staircase, which affords a tremendous – 
  though high-altitude – view of the countryside.
  
  ATELIER OF EUDOCIA: Submerge a pinch or more of 
  chandryx dust to establish a two-way communication portal with a 
  similar silver basin on the moon in the workroom of Eudocia, a 
  middle-aged lunar human woman. Each hour the communication 
  portal is in operation, there is a 30%  chance that Eudocia notices it 
  and investigates. Otherwise the viewer sees only the a starry night 
  sky framed by a ceiling opening in the workroom. Eudocia’s skin is 
  pallid, her eyes are entirely blue, and she wears copious platinum 
  jewelry. Eudocia is  surprised to see the portal operating, for she 
  knows that the Oracle was to be kidnapped, and it was she who 
  divulged the existence of the Oracle to the werewolves.
  B21. CHAMBER OF ASCENT
  A narrow staircase rises  up and out of the chamber through an 
  opening in the ceiling and continues into the sky, forming the spire of 
  the Sun Temple. The staircase narrows and becomes impossibly steep 
  as it rises. A pile of blankets and pillows forms  a makeshift bed just to 
  the east of the staircase.
  Four 30 foot wide wall reliefs depict the Sun Temple and surrounding 
  environs during different times of the year, and each one features a full 
  moon over the temple’s spire. At least two (see below) of the full moons 
  glow as brightly as a light spell.
  	
  SPRING (northwest wall): The trees  in the surrounding environs 
  have new growth. The moon in this relief always glows.
  	
  SUMMER (northeast wall): The trees are full of leaf. The moon in 
  this relief is lower in the sky than in the other three reliefs. The 
  moon in this  relief only glows if the staircase functions correctly 
  during summer, which can be enabled via the Underchamber (area 
  A9).
  	
  AUTUMN (southeast wall): Leaves  fall from the trees in this relief, 
  and its moon always glows.
  	
  WINTER (southwest wall): The trees are bare, and snow carpets 
  the ground and the temple. The moon in this relief is higher in the 
  sky than in the other three reliefs, and it only glows  if the staircase 
  functions correctly during winter, which can be enabled via the 
  Sundial / Moondial in the Gardens (location c of area A5).
  It is trivial to ascend the staircase as far as the roof of the Sun Temple, 
  but climbing beyond that is treacherous, especially when attempting to 
  reach the moon. See Part 3 – Climbing the Staircase for details.
  A 250 foot length of rope is securely tied to ﬁve iron spikes  that have 
  been hammered into the granite just outside the ceiling opening. The 
  rope leads across and down the roof of the Sun Temple to the ground 
  below. See the description of area A7 for more details.
  A single werewolf guards the chamber. He is 30% likely to be asleep.
  Werewolf: SZ M; AC 5;  MV 15";  HD 4+3;  hp 15;  #AT 1;  Dmg 2-8; 
  SA surprise on 1-3; SD hit only by silver and magic weapons;  AL CE; 
  XP 310; MM p. 63. He wears a platinum armband worth 200 gp,
  B22. WESTERN NARTHEX
  NOTE: Although this room’s domed ceiling is naturally 15 feet high at 
  the apex, a spatial distortion effect sometimes (as described below) 
  increases the height to 30 feet. This does not affect any other 
  properties of the room.
  The putrid smell of decay exudes from a battered and gory naked 
  corpse near the center of this circular chamber. Bloodstains mar the 
  ﬂoor and bits  of thick fur are scattered about. The ceiling is  set with 
  four lighting stones.
  As with the Eastern Narthex (area B15), a structural locking 
  mechanism prevents each of the four doors from opening unless  the 
  other three are closed. See the Eastern Narthex for details on how to 
  adjudicate this sort of mechanism.
  The corpse is that of a werewolf in human form who was killed here 
  shortly after the werewolves’ arrival.
  This chamber is protected by a ward that – when activated by the 
  lammasu ward painting in the Tomb of Andril Strong Arm (area 
  B28) – summons two ﬂying, invisible lammasus near the apex of the 
  ceiling whenever one or more other creatures are in the room and all 
  the doors are closed. (i.e., if the player characters enter the room and 
  let the door naturally swing closed behind them, the lammasus are 
  17
  
  summoned.) Also, as  long as  the lammasu ward painting  is 
  activated, a spatial distortion effect increases the height of the domed 
  ceiling to 30 feet;  this is true regardless of whether other creatures are 
  in the room or whether the doors are closed. The spatial distortion 
  causes the room to radiate moderate alteration magic. Note that the 
  lammasu ward painting has already been activated at the start of 
  the adventure.
  If one or more creatures have entered the room without openly 
  displaying a chandryx amulet, one of the lammasus telepathically 
  issues a warning to everyone:
  "Inﬁdels! Thou hath trespassed upon hallowed ground! Leave 
  from whence thou came, or thou shalt be smitten by solar 
  fury!"
  If a member of an entering group holds forth a chandryx amulet 
  and requests safe passage for any accompanying creatures, the 
  lammasus allow the group to pass unscathed. Otherwise the larger 
  lammasu speaks a holy word and then the pair tries  to drive off or 
  destroy anyone not openly displaying a chandryx amulet. The 
  lammasus pursue intruders who attempt to escape through the 
  southern door, but not through the other doors. One turn after all 
  intruders  are driven off or killed, the lammasus vanish, returning from 
  whence they came.
  Lammasus (2): SZ  L;  AC  6;  MV  12"/24";  HD  7+7;  hp  41, 36; 
  #AT 2;  Dmg 1-6/1-6;  SA clerical spells, holy word (41 hp lammasu 
  only);  SD  protection from evil;  AL  LG;  XP  1235 each;  MM  p.  59. 
  Both have memorized the following spells:
  First Level: command x2, cure light wounds, light
  Second Level: hold person x2, silence 15’ radius
  Third Level: dispel magic, prayer
  Fourth Level: cure serious wounds
  B23. COLLAPSING FLOOR TRAP
  NOTE: This entry applies to two rooms on the Sun Temple map.
  Upon opening the door to this small empty chamber, the ﬂoor of the 
  chamber and the steps of the adjoining stairs swing open, dropping all 
  who stand upon them into a 50 foot deep pit.
  Creatures that land on or otherwise touch the ﬂoor of the pit are 
  teleported without error to the bottom of the Receptacle (area B32), 
  and are magically stripped of all of their clothes, armor, weapons, 
  magical items, and other nonliving gear, which are teleported 
  without error to the tub in the Vault (area B30). Any nonliving gear 
  that is dropped to or otherwise touches the bottom of pit is likewise 
  teleported to the tub.
  B24. WARDED INTERSECTION
  The T-intersection at the south end of the corridor is protected by a 
  ward that – when activated by the stunjelly ward painting  in the 
  Oracle’s Quarters (area B19) – brings a stunjelly into existence at the 
  start of both the east and west branches of the intersection, so as to 
  make it appear to be a dead end.
  The stunjellies attack anyone entering the intersection, pursuing as best 
  they can.
  Stunjellies (2): SZ  L;  AC  8;  MV  3"; HD  4;  hp  17, 22;  #AT  1; 
  Dmg 2-8 + paralyzation; AL N; XP 197 each; FF p. 84.
  B25. ANTECHAMBER
  Six lines of verse are etched into the west wall at the location marked 
  with the secret door symbol:
  A party of three where one hides the two,
  occluding the furthest from two points of view.
  Affecting the middle by day or by night,
  infrequently choosing to snuff out the light.
  The rest swell the fullness on high in the air,
  allowing the fearless to travel the stair.
  Following that, a permanent illusion of a normal non-etched wall 
  masks two more lines of etched verse:
  By speaking its name and touching its mark,
  through to the gallery you may embark.
  Below the verse is a carving of three circles arranged horizontally, and 
  of increasing size from left to right, with an etched line crossing 
  through all three:
  The carving radiates strong alteration magic. Touching it and speaking 
  the word “syzygy” triggers a passwall at the map location marked 
  with the secret door symbol, allowing access to the Moon Gallery (area 
  B26). The passage stays open for one round.
  B26. MOON GALLERY
  Two rows of columns help support the ceiling of this gallery. Many 
  peculiar artifacts and trophies  are displayed around the edges of the 
  room, though a few appear to have been broken. Three lighting 
  stones in the ceiling give off only a gentle glow, similar to candlelight.
  The southern section of the east wall features a circle and line carving 
  identical in design and function to the one in the Antechamber (area 
  B25), although no verse is present.
  From south to north, the artifacts are:
  • Three scorpion statuettes (see Special Materials and Items).
  • Broken scorpion statuette, which is no longer magical.
  • Hooded cloak made of a two-headed polar bear’s fur, with both 
  pairs of eyes and ears attached, as well as its forepaws. The 
  hood is formed by one of the head sections. It is lined with 
  wool, and when drawn closed it provides adequate warmth and 
  weather protection in extremely cold climates. It is worth 1000 
  gp.
  • Badly burned (and thus worthless) painting with a broken and 
  charred frame. The few areas of undamaged canvas depict a 
  starry sky.
  • Two bastard swords on a rack, and a broken bastard sword on 
  the ground below, each of which features a serrated edge and a 
  tassel made from ﬁne auburn hair.
  • Scroll-sized sheet of platinum foil embossed with a contract 
  entitling the bearer to one share of gains from the Phosos Vein. 
  The sheet is made from 300 gp worth of platinum.
  • Preserved carcass of a 3 foot long worm, whose oversized head 
  features shaggy gray hair, horns, fangs, and bulbous eyes.
  • Two platinum armbands of a design identical to those of the 
  invading werewolves. They are worth 200 gp and 400 gp.
  • Black silk sheet covering an iron disc upon which the numbers 
  21, 14, and 7 are inscribed across the diameter from left to 
  right. It radiates faint divination magic, and glows gently in 
  correspondence with the phase of the moon as viewed from the 
  world. It is worth 200 gp.
  18
  
  • Three slabs of chandryx suitable for fashioning part of a 
  sarcophagus.
  The three unbroken scorpion statuettes are in guard mode. When 
  anyone other than the oracle enters the room, they transform into 
  giant scorpions, then advance and attack.
  Giant Scorpions (3): SZ M;  AC 3;  MV 15";  HD 5+5;  hp 28 each; 
  #AT  3; Dmg  1-10/1-10/1-4  +  poison;  AL  N;  XP  815  each; 
  MM p. 85.
  B27. CELLS
  A stoppered black ﬂask rests on a circular table in the center of the 
  room. Around the perimeter of the room are three prison-like doors 
  made of metal bars, each leading to a narrow cell. The cells  are empty, 
  save for a pile of clothes lying just inside the southern cell. All three 
  cells are locked. One lighting stone is set into the ceiling.
  The pile of clothes  consists of boots, pants, a shirt, and a leather belt. 
  A pant leg is tied to one sleeve of the shirt, and the belt is tied to the 
  other sleeve. Under the clothes  is a black ﬂask identical to the one on 
  the table. The leather belt is stiff from age and a message is carved on 
  its inside face:
  Your help is needed. Thank you for your service.
  The stoppered black ﬂask on the table contains a magical draught that 
  smells of ozone and radiates moderate alteration magic. When more 
  than half of the draught is consumed at one time, the imbiber is 
  subjected to a disintegrate spell. A save versus spells is  not allowed if 
  the draught is consumed willingly. Other applications of the liquid are 
  harmless; it must be drunk to take effect.
  B28. TOMB OF ANDRIL STRONG ARM
  NOTE: The western door’s hinges are on the south side. Thus, the 
  statue in the northwest corner does not preclude the door from 
  opening completely.
  A statue of a boy and three statues of men stand in the corners  here. 
  These life-sized statues are carved of white marble on circular bases, 
  and they look toward an embellished chandryx sarcophagus in the 
  center of the chamber. Two portraits hang on the south wall. One 
  lighting stone is set into the ceiling directly above the sarcophagus.
  The short and long sides of the sarcophagus  are etched with full 
  moons and side views  of the Sun Temple exterior, respectively. The lid 
  weighs 300 pounds and depicts a plate-clad warrior wearing a winged 
  helm. Within the sarcophagus are the remains of Andril Strong Arm, 
  who still wears his plate mail armor, though not his helmet (but see 
  below). Andril has been dead for 9 years. If magic is  used to 
  communicate with his spirit, he knows the information in the 
  background up to the point of his death, as well as details for the 
  layout and most of the contents of the Sun Temple.
  The western painting depicts Andril from the chest up, graying and 
  weary as he appeared a year before his death. It is worth 200 gp.
  The eastern painting depicts the maned head and winged shoulders of 
  a fantastical lion with a human face. This lammasu ward painting 
  is associated with the lammasus and spatial changes in the Western 
  Narthex (area B22). It is currently activated, with the front of the 
  lammasu’s  face showing in the painting. It radiates strong conjuration/
  summoning and alteration magic.
  Each of the four statues  depicts Andril in different stages of life. 
  Starting with the northwest statue and continuing clockwise, they 
  portray him as a middle aged warrior wearing plate mail and holding a 
  winged helmet, a robust and muscular shirtless young man, a boy no 
  more than 10 years old, and a noble elderly gentleman. The boy statue 
  weighs 200 pounds, while the others weigh 500 pounds  each. They all 
  radiate strong conjuration/summoning magic.
  If the four statues are rearranged such that the youngest depiction is in 
  the northwest corner, with progressively older depictions  continuing 
  clockwise, a winged helmet of adaptation is conjured onto the 
  head of Andril’s corpse. Save for its physical form, this helmet is 
  equivalent to a necklace of adaptation.
  Carved into the ﬂoor underneath the base of each statue is a palm-
  sized symbol: A ﬂower (crocus) in the northwest, a ﬂaring sun in the 
  northeast, a leaf (oak) in the southeast, and a snowﬂake in the 
  southwest. These provide a cryptic clue to the necessary arrangement 
  of the statues;  the season associated with each symbol corresponds to 
  one phase of a human’s growth and aging cycle.
  B29. JUNGLE OVERLAP
  This room appears  to enclose a small part of a larger jungle. The walls 
  and ﬂoor are covered with lush vegetation, and ten stone columns  look 
  like trees holding up a thick canopy of greenery at the ceiling, with 
  rays  of sunlight or moonlight (as appropriate) streaming in between the 
  large leaves. Warm, humid air hangs here, and wildlife seems to chirp, 
  croak, and call from nearby.
  The sun god blessed this room such that it dimensionally overlaps with 
  a jungle far to the south, causing the whole room to radiate strong 
  alteration magic. Although air, light, and sound can pass freely across 
  the dimensional bridge, creatures and objects cannot, with one 
  exception: Small jungle animals (giant rats or other big rodents, forest 
  pigs, small deer, and so on) are permitted to wander into and out of 
  the shared area, for they are prey for the giant constrictor snakes that 
  live here (see below). Every six hours there is a 25% chance of a small 
  prey animal wandering into the room.
  The two columns nearest the secret door both feature a palm-sized 
  pressable plate, but these can only be found if the vegetation on the 
  columns is shoved aside or cut down. If both plates are pressed 
  simultaneously, the secret door unlatches and may be swung open. 
  Because of the vines and creepers on the wall, elves  must succeed on 
  both a concealed door roll and a secret door roll in order to casually 
  notice the secret door.
  Two giant constrictor snakes lurk in the canopy, waiting to drop on any 
  creatures that enter the room.
  Giant constrictor snakes (2): SZ  L;  AC  5;  MV  9";  HD  6+1; 
  hp 28, 36;  #AT 2; Dmg 1-4/2-8;  SA continuing constriction;  AL N; 
  XP 449 each; MM p. 88.
  19
  
  B30. VAULT
  Sheets of vellum, a few pieces of jewelry and art, writing implements, 
  and other assorted devices are spread out on an oak table that stands 
  against the west wall over a stout steel chest. A deep granite tub large 
  enough for bathing rests against the north wall.
  The contents of the table are:
  • Mundane ink and several writing quills.
  • Magnifying glass.
  • Five large folded vellum maps of various parts of the "Eastern 
  Realms" worth 1200 gp total.
  • Scroll of protection from magic.
  • Scroll of speak with dead and heal, both cast at 13th level.
  • Talisman of zagy.
  • Jade bracelet worth 1500 gp.
  • 1 foot tall, slightly ovoid alabaster sculpture carved with three 
  simple rings around its girth. It is a key to a teleportation device 
  located on the moon, and is worth 250 gp for its workmanship 
  and material, or 1000 gp to those who recognize its true 
  signiﬁcance.
  The chest is locked and protected by a glyph of warding  (cold) cast 
  at 12th level. It contains a sack of 57 pp (minted on the moon at the 
  Phosos Vein), as well as 419 gp and 847 sp in loose coinage.
  The granite tub is empty, save for any objects that were teleported 
  here from one of the Collapsing Floor Traps (area B23).
  From within this chamber, the secret door is plainly obvious and 
  features a handle with a latch, identical to the normal doors in the 
  complex.
  B31. SECRET WEST ENTRANCE
  This secret door is set 5 feet above the exterior ground level. The door 
  is obvious from the inside, where it features a handle and latch. 
  Outside, the door can be opened via a lever that juts up from the 
  ground outside, next to the exterior wall of the Sun Temple. Rocks and 
  vegetation hide the lever from casual view.
  B32. RECEPTACLE
  A 15 foot square, 30 foot deep, granite-walled pit is set into the ﬂoor 
  here, with a ledge overlooking it (marked with a dotted line on the Sun 
  Temple map). The naked, decaying corpses of three halﬂings lie at the 
  bottom.
  The halﬂings have been dead for just under one year. If speak with 
  dead or similar magic is used, they know there is a roof entrance into 
  the Sun Temple, and they know the invisible creatures  in the Western 
  Narthex (area B22) can be bypassed with a chandryx amulet.
  PART 3 – CLIMBING THE STAIRCASE
  PHYSICAL PROPERTIES
  The staircase rises a total of 75 feet, 25 feet of which are within the 
  Sun Temple structure. The steps are 5 feet wide for the bottommost 25 
  feet of ascent, gradually tapering to a width of just a few inches at the 
  top of the spire. As the width of the steps  decrease, so do their depth 
  and height. Save for the ﬁrst few steps, each step tilts upward slightly 
  more than the proceeding one such that an ascending creature 
  naturally starts to look almost directly upward as they emerge from the 
  ceiling opening in the Chamber of Ascent (area B21). For the last 30 
  feet, the narrowness and angle of the steps suggests that an ascender 
  would need to somehow shrink, defy gravity and lean back completely 
  (i.e., horizontally) to walk the steps in the typical fashion.
  Treat the staircase/spire as a rough wall for purposes  of the Climb 
  Walls ability.
  MAGICAL PROPERTIES
  As the full moon approaches  its zenith in the sky on a given night, the 
  magical nature of the staircase becomes palpable. This begins 1 turn 
  prior to the zenith, and lasts for 1 turn afterward. Anyone on or within 
  10 feet of the staircase during this time feels supernatural emanations 
  from the staircase and the moon, which are equivalent to the Awe 
  Power of a deity with 20 Cha. Thus, creatures with 2 hit dice or fewer 
  are unable to ascend or descend the stairs on their on during this time, 
  and need to be led by others with more hit dice. Also during this time, 
  the staircase radiates overwhelming alteration magic.
  While it is  so activated, the staircase acts as a bridge between the world 
  and the moon, although the staircase does not necessarily lead all the 
  way to the moon during all seasons. Travel to or from the moon during 
  spring and autumn is always  possible, but summer and winter 
  operation is only safe if the magical locks are dealt with at the 
  Sundial / Moondial (location c of area A5) and the Underchamber 
  (area A9) respectively. Those who ascend when it is unsafe discover 
  that their journey has come up short;  the moon appears tantalizingly 
  close, yet still so far away, and at this point they must save versus rod, 
  staff, or wand or fall due to disorientation. (See the falling notes below.) 
  From the perspective of onlookers, those in contact with the steps 
  indeed shrink in proportion to the size of the highest step touched, and 
  tilt backward further as they ascend higher.
  Those ascending or descending ﬁnd that – for them – the steps remain 
  constant in size and orientation, for as they take each step, they are 
  actually changing size and defying (or adhering to, for descenders) the 
  world’s gravity. As they climb, the moon begins to tilt as  though it is 
  turning into a great disc (not a sphere), which grows dramatically 
  larger and closer with each step, while the air becomes gustier and 
  cooler to the point of frigid near the end of the journey. The trek 
  seems to be roughly 250 feet long (the staircase is comprised of 250 
  steps) and takes about 4 rounds for an unencumbered human. With 
  their last step, those ascending set foot on the very edge of the disc-
  shaped moon’s tremendously icy and mountainous landscape.
  FALLING: Because of the disorientation caused by the staircase’s 
  extreme spatial distortion effects, anyone damaged or otherwise 
  distracted while climbing the stairs  to or from the moon must save 
  versus rods, staff, or wand or fall back to the world below, likely landing 
  on the top or middle tier of the Sun Temple ziggurat. At the Dungeon 
  Master’s discretion, the cries of a falling comrade might be enough to 
  distract others on the staircase. Due to the spatial distortion, all such 
  falls are treated as double the actual height. In other words, a fall from 
  the top of the staircase to the roof of the top tier is treated as a 100 
  foot fall.
  WEREWOLF AMBUSH
  Since some of their number fell from the staircase during their initial 
  arrival, the werewolves are aware of the perils of an ascent during a 
  full moon. If they discover interlopers attempting to ascend (even at a 
  time other than a full moon), they may decide to stage an ambush 
  while any such foes  are most vulnerable. The attack should show little 
  coordination or planning, but still ought to be deadly due to their 
  capability for archery and some long-distance magic use.
  Because of the spatial distortion during a full moon, ranges are 
  doubled between creatures on the staircase and those in the Sun 
  Temple or on the ground.
  20
  
  FURTHER ADVENTURES
  A number of locations within or near the Sun Temple are logical for 
  expansion or continued adventures. The Sunset Shrine is of ancient 
  construction, and could contain an undiscovered entrance to a long 
  forgotten dungeon. One or both of the hill giants  in the Winery could 
  be tracked back to their lair once their supply of wine runs out. The 
  dimensional bridge may fracture in the Jungle Overlap room, allowing 
  egress to the distant southern jungle and its prehistoric temples.
  Player characters may clear out the Sun Temple to use as a base, 
  possibly positioning themselves as the new oracles, and this may result 
  in some easy wealth for a short time. However, unless they are 
  particularly clever with any oracular responses, the discontented local 
  rulers are sure to send scouts, investigators, or even assassins. Similarly, 
  followers of the sun god or moon goddess  may arrive with orders to 
  liberate the structure.
  The moon itself will be detailed in a forthcoming product (Dungeon 
  Module F2 – Beyond the Impossible Spire), and many adventures will 
  be possible thereon. Alternatively, the Dungeon Master can invent his 
  own details for adventures on or related to the moon, possibly 
  including a second onslaught of invading werewolves or even stranger 
  lunar beasts.
  21
  NORTHERN NARTHEX (AREA B18)
  N
  Doors are 
  not to scale.
  
  22
  WILCAM – Human Cleric 5 – Male
  Str	 14	 doors 1-2, bars 7%
  Int	
  6
  Wis	 16	 save +2 vs. mental/will
  Dex	 7
  Con	 14	 sys. shock 88%
  Cha	 13	 reaction adj. +5%
  Saving Throws:
  	 Paralyzation/Poison/Death	
  9
  	 Petrifacation/Polymorph	
  12
  	 Rod/Staff/Wand	
  13
  	 Breath Weapon	
  15
  	 Spells	
  14
  Alignment:	
  Chaotic Good
  Movement:
  9”
  Armor Class:	3
  Hit Points:	
  23
  Height:
  5’ 5”
  Weight:	
  163 lbs.
  Magical Items: cleric scroll of protection from evil.
  Normal Items: banded mail, large shield, footman’s ﬂail, sling 
  w/20 bullets, holy symbol, backpack, large belt pouch, large 
  sack, iron rations (1 week), wineskin, 10 foot pole, 2 vials of 
  holy water, small silver mirror, 4 gems (100 gp each), and 
  50 gp.
  Languages: common.
  Weapon Proﬁciencies: footman’s ﬂail, footman’s mace, sling.
  Spells (5/5/1):
  First Level: cure light wounds x3, detect magic, sanctuary
  Second Level: augury, hold person x2, silence 15’ radius, 
  spiritual hammer
  Third Level: prayer
  GARNAL YELLOWFEATHER – Half-Elf Fighter 4 / Magic User 4 – Male
  Str	 12	 doors 1-2, bars 4%
  Int	 14
  Wis	 12
  Dex	 7
  Con	 15	 sys. shock 91%
  Cha	 12
  Saving Throws:
  	 Paralyzation/Poison/Death	 13
  	 Petrifacation/Polymorph	
  13
  	 Rod/Staff/Wand	
  11
  	 Breath Weapon	
  15
  	 Spells	
  12
  Alignment:	
  Neutral
  Movement:
  12”
  Armor Class:	3
  Hit Points:	
  20
  Height:
  5’ 5”
  Weight:	
  117 lbs.
  Magical Items: chain mail +1, dagger +1, magic user scroll of 
  water breathing.
  Normal Items: large shield, long sword, short bow, quiver w/20 
  arrows, spell book, backpack, large belt pouch, large sack, 
  iron rations (1 week), waterskin, small silver mirror, vial of 
  holy water, 4 gems (100 gp each), and 50 gp.
  Languages: common, elven, gnome, halﬂing, goblin, hobgoblin, 
  orcish, gnoll.
  Weapon Proﬁciencies: long sword, short bow, spear, dagger, 
  footman’s mace.
  Other: 30% resistant to sleep and charm spells; infravision 60’; 
  improved secret & concealed door detection.
  Spells (3/2):
  First Level: feather fall, magic missile x2
  Second Level: knock, strength
  Spell Book: 1st– affect normal ﬁres, feather fall, identify, 
  magic missile, read magic; 2nd–knock, strength.
  SERRAH – Human Ranger 6 – Female
  Str	 18	/47	 +1 melee, +2 damage, doors 1-3, bars 20%
  Int	 15
  Wis	 15		
  save +1 vs. mental/will
  Dex	 15		
  +1 AC & dodge saves
  Con	 16		
  sys. shock 95%
  Cha	 6		
  loyalty -15%, reaction adj. -10%
  Saving Throws:
  	 Paralyzation/Poison/Death	 11
  	 Petrifacation/Polymorph	
  12
  	 Rod/Staff/Wand	
  13
  	 Breath Weapon	
  13
  	 Spells	
  14
  Alignment:	
  Neutral Good
  Movement:
  12”
  Armor Class:	1
  Hit Points:	
  47
  Height:
  5’ 10”
  Weight:	
  160 lbs.
  Magical Items: chain mail +1, large shield +1, broad sword +1, 
  dagger +1.
  Normal Items: long bow, quiver w/20 arrows, footman’s mace, 
  backpack, large belt pouch, 2 large sacks, iron rations (1 
  week), waterskin, hooded lantern, 2 ﬂasks of oil, tinder box, 
  100’ of rope, 5 iron spikes, hammer, 4 gems (100 gp each), 
  and 50 gp.
  Languages: common, elvish, hill giant, goblin, orcish.
  Weapon Proﬁciencies: broad sword, long bow, footman’s mace, 
  dagger.
  Other: +6 damage vs. various giants and humanoids; 3 in 6 
  chance to surprise enemies; and only 1 in 6 chance to be 
  surprised; tracking.
  PREGENERATED CHARACTERS
  
  23
  BINGO SANDYMAN – Halﬂing Thief 5 – Male
  Str	 14	 doors 1-2, bars 7%
  Int	 13
  Wis	
  4	 save -2 vs. mental/will
  Dex	 16	 +1 reaction/missile, +2 AC & dodge saves
  Con	 15	 sys. shock 91%
  Cha	 12
  Saving Throws:
  	 Paralyzation/Poison/Death	 12
  	 Petrifacation/Polymorph	
  11
  	 Rod/Staff/Wand	
  12
  	 Breath Weapon	
  15
  	 Spells	
  13
  Alignment:	
  Chaotic Neutral
  Movement:
  12”
  Armor Class:	5
  Hit Points:	
  24
  Height:
  3’ 1”
  Weight:	
  68 lbs.
  Magical Items: leather armor +1, scroll of protection from 
  magic, magic user scroll of detect evil.
  Normal Items: short sword, sling w/20 bullets, dagger, 
  backpack, small belt pouch, small sack, iron rations (1 week), 
  waterskin, thieves’ picks and tools, 2 empty vials, 4 gems (100 
  gp each), and 50 gp.
  Languages: common, dwarven, elven, gnome, goblin, halﬂing, 
  orcish, thieves’ cant.
  Weapon Proﬁciencies: short sword, sling, dagger.
  Thief abilities: back stab x3 damage, pick pockets 55%, 
  open locks 52%, ﬁnd/remove traps 45%, move silently 50%, 
  hide in shadows 46%, hear noise 20%, climb walls 75%, 
  read languages 20%
  Other: +4 on saving throws versus wands, staves, rods, spells, 
  and poison; infravision 30’; determine grade (75%) and 
  direction (50%) of passages; increased chance of surprise 
  (requires all halﬂing/elf party in non-metal armor).
  HAZEL DABISHISS – Human Illusionist 6 – Male
  Str	 10	 doors 1-2, bars 2%
  Int	 17
  Wis	 10
  Dex	 17	 +2 reaction/missile, +3 AC & dodge saves
  Con	 13	 sys. shock 85%
  Cha	 15	 loyalty +15%, reaction adj. +15%
  Saving Throws:
  	 Paralyzation/Poison/Death	 13
  	 Petrifacation/Polymorph	
  11
  	 Rod/Staff/Wand	
  9
  	 Breath Weapon	
  13
  	 Spells	
  10
  Alignment:	
  Neutral Good
  Movement:
  12”
  Armor Class:	2
  Hit Points:	
  16
  Height:
  6’ 6”
  Weight:	
  160 lbs.
  Magical Items: bracers AC 6, ring of protection +1, dagger +1, 
  illusionist scroll of detect invisibility, potion of diminution, 
  potion of healing.
  Normal Items: 3 daggers, spell book, backpack, large belt 
  pouch, 2 large sacks, iron rations (1 week), waterskin, 6 
  torches, tinderbox, vial of holy water, ﬂask of oil, 4 gems (100 
  gp each), and 50 gp.
  Languages: common, blue dragon, goblin, hobgoblin, kobold, 
  orcish, ogrish.
  Weapon Proﬁciencies: dagger.
  Spells (4/3/1):
  First Level: hypnotism, phantasmal force x2, wall of fog
  Second Level: hypnotic pattern, improved phantasmal force, 
  mirror image
  Third Level: paralyzation
  Spell Book: 1st– darkness, gaze reﬂection, hypnotism, 
  phantasmal force, wall of fog; 2nd–hypnotic pattern, 
  improved phantasmal force, mirror image; 3rd–illusionary 
  script, paralyzation, rope trick.
  GARZY (Hazel’s Henchman) – Human Fighter 4 – Male
  Str	 17	 +1 melee, +1 damage, doors 1-3, bars 13%
  Int	
  6
  Wis	 10
  Dex	 10
  Con	 13	 sys. shock 85%
  Cha	 8	 loyalty -5%
  Saving Throws:
  	 Paralyzation/Poison/Death	 13
  	 Petrifacation/Polymorph	
  14
  	 Rod/Staff/Wand	
  15
  	 Breath Weapon	
  16
  	 Spells	
  16
  Alignment:	
  Neutral Good
  Movement:
  12”
  Armor Class:	3
  Hit Points:	
  23
  Height:
  6’ 1”
  Weight:	
  201 lbs.
  Magical Items: chain mail +1, long sword +1, scroll of 
  protection from elementals.
  Normal Items: large shield, short bow, quiver w/20 arrows, 
  morning star, javelin, 4 daggers, backpack, large belt pouch, 2 
  large sacks, iron rations (1 week), waterskin, 100’ of rope, 
  grappling hook, 50 gp.
  Languages: common.
  Weapon Proﬁciencies: long sword, short bow, morning star, 
  dagger, javelin.
  
  24
  WINERY (AREA A3)
  1 SQ. = 10 FEET
  N
  1 SQ. = 5 FEET
  SUNRISE SHRINE (AREA A8)
  N
  UNDERCHAMBER (AREA A9)
  1 SQ. = 5 FEET
  N
  SUNSET SHRINE (AREA A10)
  Gray shows the perimeter of the mound.
  Black areas are at least 20 feet high.
  1 SQUARE = 10 FEET
  N
  WELL (AREA A4) AND GARDENS (AREA A5)
  1 SQUARE = 20 FEET
  N
  KEY
  
  THE SURROUNDING COUNTRYSIDE
  1 SQUARE = 50 FEET
  N
  FOREST
  FOREST
  
  SUN TEMPLE (AREA A7)
  1 SQUARE = 10 FEET
  N
  (Not all rooms are shown.)
  SUN TEMPLE INTERIOR SIDE VIEW
  AS SEEN FROM THE WEST
  Note the steep
  staircases
  between levels.
  
  For use with 1st Edition Advanced Dungeons & Dragons® 
  Chaotic Henchmen Productions
  www.chaotichenchmen.com
  Copyright © 2009 Guy Fullerton, All Rights Reserved – Second Printing, PDF Version, September 21st 2012
  Advanced Dungeons & Dragons and AD&D are trademarks of Wizards of the Coast, and are used without permission.
  Chaotic Henchmen Productions and its products are not afﬁliated with Wizards of the Coast.
  THE FANE OF POISONED PROPHECIES includes complete descriptions and maps for several adventure sites, 
  and is easily adaptable to most campaign settings. It is the ﬁrst in a new series of modules designed 
  for either independent or interconnected use. If you enjoy THE FANE OF POISONED PROPHECIES, look for 
  these forthcoming titles:
  Dungeon Module F2 – BEYOND THE IMPOSSIBLE SPIRE
  Frozen wastelands, cruel tyrants, and freakish denizens 
  await those who climb the impossible spire. Are you 
  brave enough to trespass in the domain of gods?
  Dungeon Module F3 – MANY GATES OF THE GANN
  Who is the Gann and how did this confounding place 
  come to be? No matter – you have a more pressing 
  question to answer: Can you ﬁnd a way out?
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Chaotic Henchmen - F1 The Fane of Poisoned Prophecies.pdf