11. Triangle Room
This room is empty save for two doors. The south door has a glyph of warding as in Area 10 on the lintel above the door on the south side.
Glyph of Warding (fire): Cast at 6th level, delivers 3d6 points
of exploding fire damage in a 5 ft. radius (save for half).
12. Secret Door Room
This room is not only empty, it is immaculately clean. It is devoid of all dust, dampness, cobwebs and odor associated with dungeons. The door to Area 13 is covered with an illusory wall spell, preventing the easy location of the secret door. A save is allowed to disbelieve the illusion if the illusory wall is interacted with. Unless the illusion is bypassed, the door cannot be located.
13. The Room of Sigils and Stairs
This semi worked cavern is covered with odd and meaningless sigils. There is a magic aura on each and every one (there are 3,593 in all). They cover the floor, walls and ceiling (and there are illusory symbols suspended in midair as well), and there is no way to cross the room without stepping on at least a few hundred. The stairs lead down to the great bottom level:
Level 6.
14. The Delegation
This room is the temporary lair of 6 priests from the temple on Level
4. They are here as emissaries to Balcoth, in attempt to align him with the
followers of Orcus. Three of the priests are wandering around the level and will not be encountered here (see the Wandering Monster Tables), however, Staurauth and two lesser priests will be here.
The room contains several mats and a bed, as well as several backpacks that the priests have filled with food and equipment to reach Balcoth. Also, though they have no treasure, Staurauth has a great silver key that opens the door on Level 1 at Area 12 that leads to Level 4. The key detects as magic.
Staurauth is second in command to Koraashag (found on Level 4), and he has personal ambitions of power. He hopes to make an alliance with Balcoth and overthrow Koraashag to become leader of the evil priests. He is a fearsome fighter and uses his spectral hand spell to deliver many of his spells, prior to wading into combat with his wicked mace
Staurauth, the Necromancer-Priest of Orcus, Half-Orc (Clr6/ MU4): HP 35; AC 0[19]; Atk touch or +2 mace (1d6+2 plus
magical wounding); Move 12; Save 7; AL C; CL/XP 12/2000 ; Special: control undead, 1/day—death touch (roll 6d6: if total equals or exceeds target’s current hit points, it dies; save avoids), +2 on saves against magic, paralysis and poison, spells [cleric (2/2/1/1), magic-user (3/2)].
Cleric Spells: 1st—cause light wounds, protection from
good; 2nd—bless, hold person; 3rd—bestow curse; 4th—cause serious wounds.
Magic-User Spells: 1st—charm person, magic missile,
shield; 2nd—mirror image, spectral hand.
Equipment: +1 plate mail, +1 shield, +2 spiked mace
of wounding, +3 vs. Lawful (1hp/hit/round, magical healing stops the wounding), wand of magic missiles (10 charges), wand of cure serious wounds (10 charges), potion of ethereality, silver holy symbol of Orcus, ten gems worth 100 gp each.
Lesser Priest of Orcus (Clr4) (2): HP 22, 18; AC 4[15]; Atk touch or mace (1d6); Move 12; Save 12; AL C;
CL/XP 5/240; Special: control undead, 1/day—death touch
(roll 4d6: if total equals or exceeds target’s current hit points, it dies; save avoids), spells (2/1).
Spells: 1st—cause light wounds, protection from good;
2nd—hold person.
Equipment: chain mail, black robe emblazoned with
symbol of Orcus, shield, mace, unholy water (x3), unholy symbol of Orcus, a small sack with 5d10 gp.
Tactics: The priests attack any Lawful-aligned creatures without
mercy. However, if things go against the priests, Staurauth flees. Also, if the priests are aware of a Lawful party approaching, they assist Balcoth in defeating it, and possibly vice versa. If pressed, they may parley with the characters, surrendering some of their armor and lesser items to spare their own lives.
18. The Unused Rooms
These rooms all have locked doors. All are empty. The rooms are still rough and unfinished. This section was planned to be a new set of burial rooms, but the work was never completed. Each room contains rotted crates and barrels of spoiled food (there is a 1–4 on 1d20 chance of having rot grubs in the molding food) and water, as well as wine that has turned to vinegar. These were all supplies to sustain the builders. In addition, rotted piles of timber and stone working tools are also present. There is a chance (10%) that 1d3 acolytes of Orcus can be found meditating in any of these empty rooms.
This level consists of two things: the major burial areas of Thyr and Muir and a set of monster lairs. Except as noted, monsters are not always in their lairs. This is very much a wandering monster level, as there is a large amount of activity here. Also throughout the level are statues of creatures that the basilisk has turned to stone (see the sidebar).
Carrion Creepers: HD 2+4; AC 7[12]; Atk bite (1 hp) and 6
tentacles; Move 12; Save 14; AL N; CL/XP 4/120; Special: tentacles cause paralysis (save or paralyzed for 2d6 turns).
1. The Huge Entry Cavern
This gigantic cavern is in parts over 130 feet wide and more than 100 feet high. There are, however, very few stalactites or stalagmites in this room; it is very open. There are spots, spatters, and piles of bat droppings on the floor in more than the usual concentrations –a sign of the monsters that dwell in 1A. When a party enters this room, 1d6 mobats from 1A come to examine their new meal.
Mobats (1d6): HD 4; AC 3[16]; Atk bite (1d8); Move 3 (fly
15); Save 13; AL N; CL/XP 6/400; Special: sonic screech (20 ft. radius, save or stunned for 1d3 rounds). See The Tome of
Horrors Complete for details.
Stone Statue: The first of the stone statues (see the sidebar) is present
in this room.