|Status||Explored April 831 TA|
|Campaign||The Third Age of Man (middle)|
Introduction to Demogorgon's Revenge
In April 831 TA, a party consisting of Ernest Goodfellow, Hylax the Barker, U-Gene the Dwarf, Zephaniah the Good, Sirfexx Ivancevio, Falstaff and Blackfoot were sent south by a message, Demogorgon's Revenge, which tricked them into unsealing the tomb. Adventuring into Lambert's underground city revealed the Spider Kingdom of the Widow and the City of the Lost Gods.
Level 1: The Tomb of the Vampire Lambert
Legend: The Vampire Priest Lambert
For many years the small coastal hamlet of Prism was content to raise goats and sheep in quiet isolation. These they traded with nearby villages for fish, wood, and cloth. The village of Prism is built on a grassy finger of land which juts out into a stormy sea. The most remarkable feature of this hamlet is the large crystal pyramid which adorns the town square. The pyramid has stood on its rock base for as long as any man can remember. On sunny days, the pyramid lights the village up with dazzling colors.
In 815 TA, the great earthquake struck, breaking off the tip of the land's finger, leaving an uninhabited island with steep cliffs looming off the coast a few hundred yards from the village. Shortly thereafter, a wandering priest came into town. Many villagers remember it well. He arrived at night during the worst storm of the season. Yet as friendly as they were, the villagers of Prism accepted the priest named Lambert into their midsts. It was rumored that the priest had a strange childhood affliction that hurt his eyes when in direct sunlight. So the priest worked at night building a temple on the small island that the earthquake had created.
It was about this time that the first of the village children disappeared. The townspeople assumed that the young boy had wandered too close to the cliff's edge and fallen in. Everyone grieved, but nobody became suspicious of the accident until the second child disappeared. It was then that William Snowbeard sent his daughter, Lucy, away secretly to get help. By the time she returned with the High Priest Gerard, seven children were gone. Gerrard blessed the town with holy water, and when he came to Lambert's Temple, the truth was revealed. The seven zombie children and their ruler, the vampire priest Lambert, were buried deep in the temple and sealed away forever.
It is rumored that Lambert laughingly yelled that he would find his way out through his ancient city that lay beneath the ground and kill of Prism's children. There were his last words as the High Priest nailed the stake into his heart. The bridge to the island was burned, and no living person has visited the island since.
When the party steps on the stairs, a magic mouth appears with the following message:
The upper level is basically empty. It contains some wrecked artifacts that Lambert used to use in his ceremonies. In the upper reaches of the room are some stirge lairs. The strirges will attack if the magic mouth is activated. The only thing of value amidst the ruined altar and pews is a Vial of Brilliance.
The stirge lair (24) in the rafters contains: 60 sp, ruby (100 gp), dagger +2.
The lower level of the temple was used by Lambert to prepare his followers. At on end of the room is a bowl with a lens mounted on the side. The lens is pointed at the pedestal in the center on which a statue of an old man sits. If the Vial of Brilliance from the upper level is poured into the bowl, a bright flash will occur. The statue will animate and tell the legend of Lambert. The last pedestal holds the Dagger of the Owl which polymorphs the wielder into a snowy owl if the command word "hoot" is uttered.
It is guarded by a poison pin trap. When the dagger is taken, the coffins will open and 14 ghouls will attack. Also, the nets will drop at this time. One has a gold chain necklace worth 50 gp.
Level 2: Ancient Tomb of Mannor
The Legend of Mannor
In 788 TA, a young man found a magical ring while walking along the beach. The young man, named Mannor, wore the ring proudly at all times. It was at that time that Mannor had his first prophesy. Soon, he began to speak of strange outlandish things such as the Ramman Tur, the second coming, and the undead. Mannor then took ten priests with him to live in a cave near the ocean front where the ring was first found. In 815 TA, seven young men were visiting the now-aging priests. They had been summoned by Mannor to become new priests. It was on that day that the great earthquake shook the land apart. The cave was sealed, Mannor was killed, and all seventeen priests were hopelessly trapped. Air and food was supplied by the great mushrooms which grew in the subterranean passages.
For the next fifteen years, the priests built a burial value for Mannor and the priests which have died over the years. They also created the "snake" from the ring, a statue and an altar. However, in the last several years the younger priests have grown restless to break out. They have even started to dig in several places. The old priest, Ravor the Revered, has condemned all of these recent actions saying that the second coming is near and the faithful will be given immortality.
Room 1A: The Burial Vault
Originally, Lambert was placed in a coffin in the sealed tomb room (1A). But as the body was laid to rest, the stake came loose. Lambert soon returned to life, but he could not get out into 1B. He spent his time tunneling towards his ancient city.
Later, the priests placed a "guard dog" manticore at the tunnel entrance.
This is the only way up to the tomb. A hole in the ceiling leads to the levels above. The levers are labelled. There is a large copper pot of sticky grease with a paint brush inside. The northwest corner of this room is caved-in leading to the tunnels.
The Ring of the Snake
A double portcullis guards the ancient priests from the snake. The snake is magical and "created" only when the small golden bell is rung. It provides a test for priests suspected of being untrue.
Magic mouth (when the portcullis is raised): For many years, the priests of Mannor have been true to their faith. Unbelievers always die. Ring the bell, walk the circle, and live forever.
The snake fights as a venomous monster. The snake is actually the Ring of Mannor, and it will curl up and turn into the gold band when killed.
Room 2: The Burial Vault of Mannor
Guarding the entrance to the tomb are seventeen coffins containing zombies. The origin of the bodies is unclear. They were most likely here when Mannor first arrived. The zombies will attack if not carrying the stake with the head.
The floor of the room is earthen, and the walls are lit by the same crystals found in other rooms. Several other passages into the room have been blocked by rubble. The key is in the last coffin.
If the tomb is entered by a party without the "holy head", the three coffins will open and several loyal undead priests will challenge the party.
The small simple tomb constructed for the priests to pray in. One room tells of Mannor's life. It has a statue of him, an altar, and many tapestries. The second room is of the resurrection. It is the same as the others except for a secret door behind the far wall. The third room is of the coming of the serpent to free men. The serpent is made of gold (actually painted stone). A lone priest attacks defilers.
Room 3: A Tribute to Mannor
This room is basically unused because of its weak structure. Any loud sound will cause (80% chance) from 1-6 stones to fall from the roof. Unruly priests are give the duty of cleaning the stones away from Mannor's statue.
The statue has a key around its neck.
The Slime Pit
Nobody knows what lies at the bottom of the Slime Pit. The priests use it as a refuge deposit. There are three slides into the pit. A party going down along a passage will notice a green slimy substance on the walls and floor. If running (or not walking) a party will get too far down, and the slime tongue will swallow the party. The pit exudes a sweet smell.
Room 4: The Old Priest's Chambers
Originally, the rooms in this chamber were used by Mannor as his personal retreat. They are lavishly decorated. The high priests now inhabit these rooms while the younger priests do not even know of their existence.
The statue is of Mannor wearing a ring on his left hand. A serpent is curled about his feet. Nothing special.
These rooms are fancily furnished with fine tapestries. In the corner is a wash basin filled with holy water. In a large chest, there are some valuables used in the ceremonies. The closest contains nothing of great interest and there is no magic here.
Ceremony vestments: Robe lined with gold material (10o gp), dusty cloak (no value - used to be Mannor's), 3 golden chalices (100 gp each), silver holy water sprinkler (50 gp), jeweled scepter (non-magical, 500 gp).
The final room is a prayer room for the older priests. It is decorated only with a mural depicting Mannor praying. The most prominent furniture in the room is a coffin/altar. Inside the coffin is the actual body of Mannor dressed in traveling clothes. The body is in a glass-sealed casket. The top is protected by a Glyph of Blindness spell.
If the ring from the snake room is placed on Mannor's finger, he will speak to the party.
Returning my ring has fulfilled my last dream. My body can now rest in peace. As my dream goes, the next person who removes my ring will die a horrible death. But to you, I can grant one wish. I must warn you, however, that my powers are limited, for I am old. So, wish wisely or loose your wish forever.
The priest here has a silver cross (20 gp) on a chain about his neck.
Room 5: Common Room
The common room is perhaps one of the most uncommon rooms in the dungeon. It is a natural cavern of very large proportions. It is lit by "crystals" which provide light about the same as normal torchlight. The cavern is located underneath a large spring. As result, the roof continually lead small amounts of water. Another natural phenomenon is the abundance of giant mushrooms throughout the cavern. These provide a space food source for the priests.
Only the younger priests live in this room. It is sectioned off with various sheets and blankets. Since the younger priests were trapped here while visiting for the day, there is no treasure of value here.
At any time, there will be 0-1 old priests, 1-4 sleeping, 1-4 praying, 2 secretly digging, and 0 or 4-7 eating.
The only other notable thing in this room is a secret tunnel that the young priests are making in order to escape. While the tunnel is being worked on, there will always be a guard stationed near the door. The tunnel is full of tools and is cleverly hidden behind a tapestry.
Room 6: Old Priests' Rooms
These rooms are used by the older priests as living quarters. They are set up to show the younger priests how to live. Each contains a basin with water, a small chest, a straw mat, and a tapestry depicting the priest as they wish to appear to Mannor. There are only a few old priests allowed to sleep at one time. There is a 10% chance of that at any time.
- 1 contains a golden rign - no magic (150 gp). #2 contains a potion of healing and a cloth of choking. In all the chests are: traveling clothes, small silver cross (10 gp) and towels.
Room 7: The Cathedral
The main cathedral is another illuminated cavern. However, no water drips from the ceiling. There are altars stationed around the room for private prayer. At this time, a small debate is going on in the front of the cathedral. The young priests are questioning the older ones about the Rule of Mannor which states that only the high priests (old ones) can go into the inner sanctuary. "Because it is written." At the far end of the cathedral is a large throne. This was the Throne of Mannor and is no longer used.
Room 8: The Spider's Den
The priests used this room as a place for refuse and waste. However, the arrival of the spiders (very large ones) has forced the priests to put a locked door and warning about the room up:
|Infected by poisonous spiders. |
Do not enter!
This room is very small and almost all of the floor is taken up by a large pit (where refuge used to be dumped). Recently, very large spiders have been crawling up into the caves. The pit is now covered by a web. If the door is opened, there is a 20% of a spider being perched inside the gate.
DM's Note: This is the only way to level 3 is down this slide. Lowering characters with a rope - no damage. Sliding does 1-4 hit points of damage.
Level 3: The Spider Tunnels
Legend: The Spider Kingdom of the Widow
What is now left of the Spider Kingdom of the Widow represents only a fraction of what was there in the days before the Great Quake. The entire upper half of the cliff (above the great cave) used to be the domain of the spider queen known as the Widow. The Widow hot her name from her unusual habit of eating her mate after she grew tired of him. The Widow lived in a large central cavern, and she had many servants to carry out her every wish. In order to keep her workers from getting together and overthrowing her, the Widow divided her subjects into rival "clans". Each clan did its best to please their queen and gain her favor. To her favorites, she gave many eggs and sometimes human flesh (from the prison). To those who opposed her, she sent her elite guard of phase spiders.
That was fifteen years ago. Now, the queen is dead. Her royal chamber has been sealed by the quake, and only two rival clans exist:
- The Clan of the Orange Hourglass
- The Clan of the Velvet Cross
They exist only to kill each other and to gain access to the Room of Human Flesh through which they can escape.
Level 3 North
Spiders of the Velvet Cross
All spiders have the ability to: spittle poison 50' which marks the hit person as an enemy (sv vs poison or blind, 1d6 damage), cast web as a spell 1/turn. These spiders have the general ability of fire. The fire ability allows the warrior and worker spiders to spit a stream of fire 50' doing 3d10 (sv vs dragon's breath).
The queen can emit a distress sound which causes all of the spiders to come to her aid. Under the queen is a large green emerald eye (1000 gp).
Old Job is the oldest spider in the cave. He can remember when the great earthquake happened. He also remembers the bats from above. He will not leave the web unless called by the queen.
There is a dead body in Old Job's room. It is of an adventuring thief who sneaked into the tomb of Mannor to steal stuff. He accidentally fell into the pit and was killed by Old Job. His body is now a corpse of eighteen years. He does have the following items on his body: leather armor, rusty dagger, rusty shortsword, small sack containing 20 sp, vial of holy water, and the following map:
Beast of the Sand
The floor of this room is of a sandy nature. Any character who walks across it will sink at 1 foot per round per 50 lbs of total weight. When any creature touches the sand, tentacles will attempt to grab and strangle them.
The Spider Pit
This is simply a 60' pit (6d6 damage) covered with a sticky web. Walking on it gives a 15% chance of making it, 15% chance of falling, the rest get stuck.
The bottom of the pit is littered with bones, several sets of rusty dwarven plate, and a scroll which reads: "We the dwarves..." Here the scroll goes on to tell of how the gift of the Ring of Massa will bond the dwarven clans together...
The Dwarven Hall
This hall used to be a meeting place for the dwarves. It was considered "sacred" neutral ground. The main hallway to the surface has long been caved in, and the hall as no use. The remains of the dwarven philosopher Manna sits on the throne. He and his three retainers and one embassy which returned the ring are dead. The ring is on his finger.
The Ring of Manna causes the wearer to have a charisma of 18. It also allows the wearer to Suggest peace by the utterance of the the phrase, "My Dwarvish Friends..."
The treasure vaults are guarded by a dwarven riddle which is told by a magic mouth when the handles are touched. An incorrect response charges the door with 8d10 of electricity for 1 day.
The vaults contain: 20 sets of dwarven plate, 10 great axes, 2 chests of copper pieces (8000), staff of continual light, 8 gold and crystal cups, wine decanter, and plate, 1 barrel of wine, and 10 spears.
A natural gas leak has caused these rooms to be unusable. After several rounds, creatures entering the maze become hopelessly lost and wander around until something is done. The chances of getting out are 10% per room if cured, 1% per room if not.
The Forbidden Room
A large stone spider sits over on of the doorways. This is a magical spider maker of sorts. It creates phase spiders to keep anything from passing through. The only way to control the spider is to place the two large gems into his eye sockets and hold the Staff of Spider Control up. This will cause the phase spiders to disappear, and the party will be allowed to pass.
The Large Pile of Rubble
This is the burial vault of the Widow. The body has long since decomposed, but the Staff of Spider Control is still buried there.
Level 3 South
The large room to the south of the (food) slide is held by the Spiders of the Orange Hourglass. Because of their inferior numbers (or so they think), they rarely venture to the north. These spiders have the general ability of shooting a stream of icy cold frost besides their spittle and web capabilities.
Room 9: The Lair of the General
The general is the military leader of the Spiders of the Orange Hourglass. He will always be friendly if asked about his old exploits.
Room 10: Piercers
The roof of this cave is covered with hundreds of stalactites. Several of these are pierces and will drop on unwary victims.
The Large Cavern
Spiders being rather unintelligent for the most part have accepted the arrival of a large sleeping dragon. In the last several years, the dragon has not ever moved, but nonetheless no spider has touched it. The large dragon is actually an illusion created by the zombie-child (Peter Lambertstongue) that Lambert has placed here. The zombie-child lives in a darkness spell generated by a Box of Darkness. Each day, the zombie-child turns invisible and checks out the spider lair for new developments. If something unusual happens, he breaks one of the red vials he has, other a blue. Breaking a red vial causes Lambert to send a messenger to help. Primarily, Lambert is worried about priests from Mannor's Tomb invading.
The Queen Spider
The queen can emit a high-pitched sound that calls other spiders to help. Underneath the spider is a large rub (1000 gp) - the Spider's Eye.
The Guardian Worm
Placed there by the Widow Queen for protection, the guardian worm now patrols the hallway looking for intruders. The worm is about 16 feet in length and 6 feet in diameter. The worm lives in its lair mostly. It can emit a gas which causes sleep, and it can burrow through stone at 6"/round.
The Forbidden Room
This room contains the phase spider maker (see above). Going through the Stone Spider leads to the prison on Level 4.
Level 4: Prison of the Morgai
The prison of the Morgai was constructed by the Navigators in the Second Age. The prison location was chosen for its isolated position. It is only by chance that the ants, when building their tunnels, pierced the outer walls. Known as the the Room of Human Flesh, the ants would periodically drag off a frozen prisoner to thaw and eat. This is evidenced by several empty pedestals.
The prison is run by a central computer of sorts. Each prisoner is transported to their location from the Netherworld. In the Realm, the are frozen and placed on the properly-numbered pedestal until their sentence is served. Then, they are taken off (by the mechanical robots) and returned. However, the clock that runs the prison has stopped. It has been jammed - causing the prisoners to serve a sentence of eternity.
Mechanical Guards - freeze rays act as a slow spell as well as doing damage. These do not affect water.
The doors are automatically sliding types. They are made of metal and very difficult to break down. The frosted glass is easily breakable. It leads to the upper level of control central.
Lance Fatedbrow is the only prisoner of interest. He is actually innocent and one player must free him.
Prison Control Central
Control central is the brain of the prison complex. It contains the master computer. The lower room is populated by two non-attack robots. These have the job of running the computer. There are several things of interest here.
The only thing here is a large hole (tunnel) to level 5. The tunnel is small enough for the party to crawl but one abreast. The storeroom contains mainly booklets entitled, "Readjusting to Civil Life" etc. Not much else of interest here.
The room is mostly empty. It contained the personal artifacts of the prisoners. Unfortunately, a thief teleported to the prison may years ago and pilfered the valuables.
Master Control Room
This room contains two robots who will never attack. The computer is capable of teleporting people. The southern portal is for teleportation from the Netherworld. The northern one is for teleportation from the prison. There are four possible locations to be teleported.
NOTE: The computer is very complicated. However, there are manuals in a cabinet in the master control room. Of course, everything is in a foreign language. Characters will be able to master rudimentary skills needed for transportation. However, the affects are rather random (see map).
Also, prisoners can be freed by typing in their numbers and a code!
Random Rooms in Prison
- Clock Room - This room contains the master clock that runs the prison. Normally, this room contains 3 guards which protect the device from tampering. However, a repair robot has collided into the clock - stopping its actions. By merely removing the repair robot, the clock will again function.
- Maintenance Shop - The maintenance shop is full of clock and computer parts. Two "turned off" robots are hiding in a locked cabinet. There is one maintenance robot moving about. It will never attack.
- The Netherworld - Since prisoners have identification, any character entering will be considered an intruder. Thus, they will be killed by robot guards.
- Air Tunnels - This room contains a generator for producing the cold air needed by the prison. The generator is hardened steel and has a few levers and buttons: red button (stop), green button (start), blue/red lever (temperature), purple lever (strength of gust). By detaching the rubber hose, a tunnel which leads to the upper chamber is found. Several vents to the prison room are there. There is one guard. The only way out is through the tunnel.
Level 5: The Ant Kingdom
Sliding down the hole from the control room, drops down into the top level of the Ant Kingdom.
Kaldan is a 15th paladin king of the ants. He wears the dagger, staff, and helmet (crown) that controls the ants.
The major feature of this level is the Maze. The players must choose the path unlike all others.
The ledge overlooks the city. On the ledge is Jonathan Lambertstongue (vampire). He will follow the party in gaseous form.
Flying below the ledge are six wyvern.
Level 6: The Lost City of the Gods
The Common Legend
Many, many years ago, there was an ancient people who lived on an island near this spot. These people were very clever and built an extensive (but small) civilization. The devoutly studied the stars and concluded that the whole of the heavens revolved around their island. For that reason, they never journeyed far from their home.
The religion of the people of Sumer was based on the creation of the universe. According to their legends, the world was created in seven days. Each day began with the birth of a god or goddess. On that day, the respective deity built/created his area of influence. The order of creation was as follows:
- Nin-Hursag - Goddess of the Earth
- Utu -Sun God
- Nanna-Sin - Moon God
- Ki - Goddess of Nature
- Enki - God of the Rivers and Oceans
- Inanna - Goddess of War and Love
- Enlil - Ruler of the Pantheon
The people and gods lived in peace. Then one day, the great mountain in the center of Sumer erupted into a smoking volcano. Thinking that the world was going to end, the people began to build a great sailing ship to carry their gods to the safety of the nearby mainland.
The ship was filled with gods and their artifacts, the priests, and many faithful followers. It sailed from the mountain. So, the island of Sumer was wiped out. Seven hundred seventy-seven survived. It was by accident that the fleeing ship landed on the beach (now known as the Beach of Lambert). A very large cavern proved to be a good home for the Sumerians. In it, they built a large dam-like wall to back back the sea and catch the fresh water from the waterfall. And life has prospered since then.
What Really Happened
The "Sumer Seven" are Navigators from the Netherworld who are inflicted by Morgai. During the Second Age, the seven escaped from the statis prison in Level 4 shortly after being imprisoned. Fearing retribution from the crew, they quickly fled. Below the prison, they found a large cave with a small native population of Sandalese. It was here that they built their utopia - each taking on the form of one of the gods of Sumer. Now, they are quite mad - having forgotten everything about their past lives on Pellum and the Excaliber.
The Lost City of the Gods
Over time, the Sumer Seven built a great city. The position of the large temples are shown below. In order to deal with limited resources, the population is kept to 777. No contact is allowed with the outside world - although most do not even know such a place exists.
- Enlil - 10 high priests + 20 low priests + 40 followers & servants
- Nin-Hursag - 20 high priests + 30 low priests + 49 followers & servants
- Utu - 20 high priests + 30 low priests + 49 followers & servants
- Nanna-Sin - 20 high priests + 30 low priests + 49 followers & servants
- Ki - 20 high priests + 30 low priests + 49 followers & servants
- Enki - 20 high priests + 30 low priests + 49 followers & servants
- Inanna - 20 high priests + 30 low priests + 49 followers & servants
- 100 children of the "gods"
- In streets: 1d12 children 30%; 1d8 followers 60%; 1d4 + 1d8 priests 9%; god 1%
- In temples: 1d8 children 50%; 1d6 followers 20%; 1d4 + 1d4 priests 35%; god 5%
Rules for Sumer
- No crossing river.
- Offerings must be made at island. Dress up altars.
- Everyone in wedge belong to that temple.
- All outsiders are burned.
- Punishment for bad clerics: gastro-intestinal disease (first sin); 15 troubles (i.e., stung by bee, sprained ankle, etc.) (second sin); death (third sin)
- Clerics are shaved, robes of while (colored borders); female clerics were conical hats.
- High priests are telepathic with others in their order.
- The gods will usually aid based on the number of priests in danger: # priests in trouble x 5%.
Enlil always appears as a tall man with a heavy dark beard and curly hair. He can shape change at will, has ESP, can create electrical storms, raises the dead, chooses on weapon each round to hit his helm - eliminating any damage, can Fetch from 100 feet, disenchants magic, dispels spells, and does massive damage with his stone axe.
Ki appears as an elven woman of great beauty. She has blonde hair and wears a white tunic w/green trim. She carries no weapon and wears no jewelry. She cannot be touched by anything material cast through the air. Non-monster shape changes at will. Luck of the gods - always make saving throws. Summon 100 creatures instantly.
Ki really hates demons of any kind. Ki's section of the city contains an entrance to the Demon Gameroom. From overhead, the building looks like a partially taken-down football stadium. Ki will never let that portal be opened (for any reason).
The high priests of Ki are of a druidic nature. They have shaved heads and are dressed in white robes trimmed in green. Names are Ra-Ki-xxx. The low priests of Ki are of a druidic nature. They have shaved heads and are dressed in white robes trimmed in green. While the high priests are taken to the care of the temple, the lower priests make sure that each of the small temples are properly maintained. They are the "voice of the people". Ki will send the high priests to take care of the troubles. The priests are named Ur-Ra-Ki-xxx.
With little to do except pray and eat, the followers of Ki spend most of their days working on the temple and looking for fallen crystals (in order to make jewelry for Ki). They are constantly under the eyes of the priests. Names Ur-Ki-xxx.
Inanna appears as a beautiful woman wielding a small double-bladed brass axe. She is armored as a warrior with a white cape with red trim. She has the luck of the gods - she cannot be hit in battle, she never misses, and she always makes her saving throw. She can shaped change at will, and she can summon from the dead any enemy she has defeated. Inanna can animate statues of herself in her temple. Her ax causes opponent's armor to turn to dust. Her breastplates can negate heat, cold, fang or claw. She can case cleric, druid and magic-user spells.
The Collesium which leads to the lower levels is found in this section. It is possible that Inanna may accept a challenge.
The Chariot of Inanna - The protection of the city's sky is left to Inanna. When attacked, she takes to the defense in her chariot. The chariot is made of ivory and metal. It is flame resistant and fairly tough. It is drawn by seven flying lions.
The high priests of Inanna are rangers by nature. They have shaved heads and are dressed in white robes trimmed with red. Names are Inanna-Sur-xxx. The low priests are non-telepathic rangers. They have shaved heads and are dressed in white robes trimmed in green. They are also in charge of making sure that the temple weapons are collected. Inanna will not aid her lesser priests. These priests are named Anna-In-xxx.
The followers of Inanna wear white robes trimmed in red. They spend most of their time training for priesthood. Several times each month, they stage contests of melee skill. They spend their spare time making jeweled weapons. Names are simple.
Enki appears as a tall thin, green man. He has a wet (slick) appearance and wields a green jade mace. He wears a solid green robe. He can summon any creature that died in the water, moves like a blink dog, is immune to heat, can instant teleport, fights the strongest first (but never a LN character), and has an ethereal mace made of water.
The high priests of Enki are clerical in nature. The are in constant contact with Enki himself. Enki will always come to the aid of his high priests. He looks over his territory with a bolw of water (water of eyes). The high priests are often in town alone, and they each carry a jade mace (500 gp) and a random piece of gold jewelry taken (with permission) from the temple. The lesser priests are clerics in charge of the numerous temples to Enki. They never speak and have no names. They think that they will be chosen by Enki to be higher priest by prayer alone.
The followers of Enki spend most of their time making jewelry and praying to their god. They tend to attack outsiders and do not speak. They carry small iron maces and occasionally can be found carrying uncut jewels and unworked gold.
Enki's tower is guarded by four iron golems, poisonous gas, electrical energy that slows its victim, and fire. At the center, is the reigning demon champion from the days of old. He is slightly green in color with two small wings an a large claw. His one real hand grasps a Sword +5 of Slowing.
Nanna-Sin appears as a human bathed in blue light. He wields a large, nasty-looking black battle axe. The blue light acts as a Rod of Beguiling within 10 feet. He can negate at will: heat, cold, electricity, light, darkness. He carries a black axe which acts as a +3 Sword of Sharpness.
The high priests of Nanna-Sin are fighters by nature. They have shaved heads and are dressed in black robes trimmed with blue. They carry very loud black whistle and very sharp black axes. Blowing the whistle causes the god to notice priests in trouble. Like their counterparts, the lesser priests carry loud black whistle and very sharp black axes. They will blow the whistle only in the direst of emergencies. Sometimes, they have small jeweled daggers, axes, and other weapons made by the locals as offerings.
The followers of Nanna-Sin spend all of their time making weapons, practicing warfare, and praying. They oftentimes carry sharp, nasty black daggers.
Utu appears as a glowing yellow-skinned young man. He wears no jewelry, carries no weapon, and dons a simple yellow tunic and sandals. His light gives enemies -2 to all rolls against him and undead wither in the glow. He can send light rays within sight, regenerates all lost hit points when touched by fire, polymorphs living matter into dirt, throws sun-bits up to 2 miles, and his aura melts anything striking his body.
The high priests of Utu are the most powerful of all the priests and are clerical in nature. They have shaved heads and wear yellow robes. The can throw sun-bits up to 1 mile. When necessary, these priests will summon Utu 100% of the time. They are named Utu-xxx-Utu. The lesser priests are dressed the same as the high priests. They cannot throw sun-bits. They often are seen leading gatherings in prayer. They do not make offerings in a material form. They have common names. When the spirit of Utu passes into them, they gain the power of the sun-bits. Utu will rarely (5%) come to the aid of his lesser priests.
The followers of Utu wear simple yellow tunics and are found discussing matters most holy. They do not believe in weapons. Rather they use spells in combat. They will always try to aid other priests in trouble. The tower of Utu's champion contains a medusa and an inordinate number of snakes.
Nin-Hursag appears as a dark-skinned female. She fights with a magical staff which has no bonuses to hit but does massive damage. She can give flight to any of her followers, wither her opponents, and control gravity and magnetism to a small degree.
Dressed in brown robes with shaved heads, her greater priests are magic user of respectable power. They can fly at will - a present from their goddess. They are dressed in simple brown robes and have names "xxx of the earth." Nin-Hursag will instantly help any priest if their blood is spilled on the ground. The lesser priests cannot fly, but they will be aided in some manner as their greater counterparts. They are similar in dress and have similar names.
The followers of Nin-Hursag are very protective of their city. They will generally attack on sight. Their god will not protect them in any special manner.
The Cave of Tremors
When entered, this room will shake with a tremor, and stalactites will fall.
Area 1 - This room is colder than the others. The floor is scattered with red, green, and blue gems (actually glass). The area is home to the Cold Woman. In the back of the room is a crystal dagger.
Area 2 - A large glass vial is stoppered and placed on a pile of sand. If touched, the character must make a save vs. charm or open the vial. Hate in a bottle.
Lower Level - the source of the tremors is a large monster called Tremor. It has four large hammer-like appendages which it smashes into the walls when excited. With no eyes, this monster eats rocks and senses vibrations. It is not fooled by images and illusion.
Level 7: Demon Gamemasters
The path from below the Temple of Ki leads to a series of tunnels and stairs leading to the demon gamemasters. The party must defeat the green demon (dragon) to gain access to the lair and the outside world again.
Traldar the Red Demon
Traldar appears as a very tall, thin humanoid of almost skeletal proportions. He wields a nasty staff which shoots out red spores of submission (1st save) and weakness (2nd save). He has the following treasure horde: Dagger +1, 3000 gp, Ring of Worthiness, Scroll of Fireball, Longsword +2 (+3 vs drakes, +4 vs dragons).
Bleg the Black Demon
A fat bulbous black thing, Bleg is roughly humanoid with a pocketful of 20 glass balls. These balls are full of lava and hit for 4d10. He has the following treasure horde: 500 gp, Mace +3, Ring of Diamonds (1000 gp), Dagger +1.
Unlike the other demons, the green "demon" is actually an ancient green dragon. He has the following treasure horde: 15000 cp, 8000 sp, 2500 gp, 25 gems (100 gp), gold band ring (500 gp), ruby and emerald bracelet (1500 gp), glass necklace (10 gp), potion of green dragon control, potion of poison, potion of treasure finding, scroll of protection from elementals, scroll of 5 cleric spells.