TEXT: By James Collura
  Chaos  
  Chaos  
  Rising
  Rising
  Chaos  
  Chaos  
  Rising
  Rising
  SWORDS &
  WIZARDRY 
  COMPATIBLE
  
  Author:
  Author:
  James Collura
  Editor:
  Editor:
  Jeff Harkness
  Art dirEctor:
  Art dirEctor:
  Casey Christofferson
  LAyout:
  LAyout:
  Suzy Moseby
  SwordS & wizArdry convErSion:
  SwordS & wizArdry convErSion:
  Jeff Harkness
  ©2020 Necromancer Games. All rights reserved. Reproduction without the written permission of the 
  publisher is expressly forbidden. Necromancer Games, and the Necromancer Games logo, Chaos Rising is 
  a trademark of Necromancer Games. All rights reserved. All characters, names, places, items, art, and text 
  herein are copyrighted by Necromancer Games. The mention of or reference to any company or product in 
  these pages is not a challenge to the trademark or copyright concerned. 
   
  intErior Art:
  intErior Art:
  Santa Norvaisaite, Adrian Landeros, Brett Barkley
  Front covEr Art:
  Front covEr Art:
  Michael Syrigos
  cArtogrAphy:
  cArtogrAphy:
  Robert Altbauer
  covEr dESign:
  covEr dESign:
  Casey Christofferson
  pLAytEStErS:
  pLAytEStErS:
  Brain Mursch, Alex Yang, Courtney Brownlee, Adam 
  Freeman, Adam Moran, Lionel Thompson, Scott 
  Turnbull, Jorge Santiago, and Serge Clermont.
  NecromaNcer Games
  ISBN: 978-1-62283-940-7
  SW PDF
  SpEciAL thAnkS:
  SpEciAL thAnkS:
  To Brenda, the love of my life, for encouraging me 
  to write this module; to Brian & Alex for all of their 
  support; to Clark & Bill for the opportunity to be 
  part of a great team; to Casey & Lance for all of their 
  assistance; and to my parents for fostering my love 
  for reading and for buying me a red box, a white 
  crayon, six blue dice, and a book that unlocked my 
  imagination.
  Chaos  
  Chaos  
  Rising
  Rising
  Chaos  
  Chaos  
  Rising
  Rising
  NECROMANCER
     Games
  TM
  
  introduction
  introduction ..................................................................
   .................................................................. 4
  thE LEgEnd oF thE FAcELESS Lord
  thE LEgEnd oF thE FAcELESS Lord .......................................
   ....................................... 4
  AdvEnturE BAckground
  AdvEnturE BAckground...................................................
  ................................................... 5
  AdvEnturE hookS
  AdvEnturE hookS ...........................................................
   ........................................................... 5
  pLAyErS’ introduction
  pLAyErS’ introduction .....................................................
   ..................................................... 6
  running thE AdvEnturE
  running thE AdvEnturE ....................................................
   .................................................... 6
  StAgE onE — ASSAuLting thE dEviL’S FingEr  
  StAgE onE — ASSAuLting thE dEviL’S FingEr  
  (thE prESEnt)
  (thE prESEnt) ............................................................
   ............................................................ 6
  StAgE two —
  StAgE two — EntEring thE portAL And thE SiEgE oF orcuS 
   EntEring thE portAL And thE SiEgE oF orcuS  
  (3,000 yEArS in thE pASt)
  (3,000 yEArS in thE pASt) ..........................................
   .......................................... 7
  StAgE thrEE — Acquiring thE kEy  
  StAgE thrEE — Acquiring thE kEy  
  (thE prESEnt)
  (thE prESEnt) ............................................................
   ............................................................ 7
  StAgE Four — 
  StAgE Four — thE rEturn JournEy And nEcromAntic drEAmS
  thE rEturn JournEy And nEcromAntic drEAmS    
  (1,200 yEArS in thE pASt)
  (1,200 yEArS in thE pASt) ..........................................
   .......................................... 7
  StAgE FivE — conFronting thE FAcELESS Lord  
  StAgE FivE — conFronting thE FAcELESS Lord  
  (thE prESEnt)
  (thE prESEnt) ............................................................
   ............................................................ 7
  pLAnAr trAvEL
  pLAnAr trAvEL .............................................................
   ............................................................. 7
  chronoLogy oF EvEntS
  chronoLogy oF EvEntS ............................................
   ............................................ 7
  pLAying EFFEctivE npcS
  pLAying EFFEctivE npcS...................................................
  ................................................... 8
  mApS And EncountEr numBEring
  mApS And EncountEr numBEring ......................................
   ...................................... 8
  modiFicAtionS to thE AdvEnturE
  modiFicAtionS to thE AdvEnturE .......................................
   ....................................... 8
  citAdEL SidEviEw mAp
  citAdEL SidEviEw mAp ......................................................
   ...................................................... 9
  thE dEviL’S FingEr
  thE dEviL’S FingEr .........................................................
   ......................................................... 10
  10
  wArning cuBES
  wArning cuBES .........................................................
   ......................................................... 10
  10
  AScEnt
  AScEnt.........................................................................
  ......................................................................... 10
  10
  chAptEr onE: 
  chAptEr onE: ASSAuLt 
  ASSAuLt dEviL’S FingEr
  dEviL’S FingEr ..............................
   .............................. 10
  10
  Atop thE dEviL’S FingEr
  Atop thE dEviL’S FingEr .................................................
   ................................................. 11
  11
  EncountEr i-A: gArgoyLES
  EncountEr i-A: gArgoyLES .........................................
   ......................................... 11
  11
  EncountEr i-B: guArdS
  EncountEr i-B: guArdS ..............................................
   .............................................. 11
  11
  EncountEr i-c: SLEEArA And thE dig (ArEA A-1)
  EncountEr i-c: SLEEArA And thE dig (ArEA A-1) ...........
   ........... 11
  11
  EncountEr i-d: rAoB And thE FESt hAuS (ArEA A-2)
  EncountEr i-d: rAoB And thE FESt hAuS (ArEA A-2) ......
   ...... 11
  11
  EncountEr i-E: thE whEEL houSE And LAnding ArEA (ArEA 
  EncountEr i-E: thE whEEL houSE And LAnding ArEA (ArEA 
  A-3)
  A-3).........................................................................
  ......................................................................... 12
  12
  EncountEr i-F: outEr BArBicAn  
  EncountEr i-F: outEr BArBicAn  
  (ArEA A-4)
  (ArEA A-4) ...............................................................
   ............................................................... 12
  12
  EncountEr i-g: thE vAuLt  
  EncountEr i-g: thE vAuLt  
  (ArEA A-5)
  (ArEA A-5) ...............................................................
   ............................................................... 12
  12
  mAp A: ovErviEw (uppEr citAdEL)
  mAp A: ovErviEw (uppEr citAdEL) ..................................
   .................................. 13
  13
  EncountEr i-h: thE uppEr citAdEL  
  EncountEr i-h: thE uppEr citAdEL  
  (ArEA A-6)
  (ArEA A-6) ...............................................................
   ............................................................... 14
  14
  EncountEr i-i: outEr BuiLdingS  
  EncountEr i-i: outEr BuiLdingS  
  (ArEA A-7)
  (ArEA A-7) ...............................................................
   ............................................................... 14
  14
  EncountEr i-J: Entry to chAoS
  EncountEr i-J: Entry to chAoS ...................................
   ................................... 14
  14
  chAptEr two: thE citAdEL
  chAptEr two: thE citAdEL ..............................................
   .............................................. 15
  15
  A JournEy through chAoS
  A JournEy through chAoS ............................................
   ............................................ 15
  15
  compEting npcS (timE trAvELErS)
  compEting npcS (timE trAvELErS) ..................................
   .................................. 15
  15
  thE cABAL oF thE BEArd
  thE cABAL oF thE BEArd ...........................................
   ........................................... 15
  15
  thE BrothErhood oF thE oozE
  thE BrothErhood oF thE oozE ..................................
   .................................. 17
  17
  StAFF oF SLudgE
  StAFF oF SLudgE .....................................................
   ..................................................... 18
  18
  mAp B: uppEr hALLS
  mAp B: uppEr hALLS ......................................................
   ...................................................... 19
  19
  mAp c: LowEr hALLS
  mAp c: LowEr hALLS .....................................................
   ..................................................... 20
  20
  thE SiLvEr EyES
  thE SiLvEr EyES ........................................................
   ........................................................ 21
  21
  JAvELin oF Lightning
  JAvELin oF Lightning ..............................................
   .............................................. 21
  21
  imBo thE undying
  imBo thE undying ....................................................
   .................................................... 22
  22
  rAoB And SLEEArA
  rAoB And SLEEArA ...................................................
   ................................................... 22
  22
  dwurSchmiEdE: thE citAdEL
  dwurSchmiEdE: thE citAdEL ............................................
   ............................................ 23
  23
  ArEA B-1: thE grAnd hALL
  ArEA B-1: thE grAnd hALL .........................................
   ......................................... 23
  23
  ArEA B-2: thE StAirS
  ArEA B-2: thE StAirS ...................................................
   ................................................... 23
  23
  ArEA B-3: workShop
  ArEA B-3: workShop .................................................
   ................................................. 23
  23
  ArEA B-4: StorAgE
  ArEA B-4: StorAgE ....................................................
   .................................................... 23
  23
  ArEA B-5: BArrAckS
  ArEA B-5: BArrAckS ...................................................
   ................................................... 23
  23
  ArEA B-6: kitchEn
  ArEA B-6: kitchEn ......................................................
   ...................................................... 23
  23
  ArEA B-7: mESS hALL
  ArEA B-7: mESS hALL ..................................................
   .................................................. 23
  23
  ArEA B-8: hALL oF hEroES
  ArEA B-8: hALL oF hEroES ..........................................
   .......................................... 23
  23
  ArEA B-9: guArd room
  ArEA B-9: guArd room .............................................
   ............................................. 23
  23
  ArEA B-10: grEAt hALL
  ArEA B-10: grEAt hALL ..............................................
   .............................................. 23
  23
  ArEA B-11: guESt quArtErS
  ArEA B-11: guESt quArtErS ........................................
   ........................................ 23
  23
  ArEA B-12: gALm’S quArtErS
  ArEA B-12: gALm’S quArtErS .....................................
   ..................................... 24
  24
  pAinting oF EnLightEnmEnt
  pAinting oF EnLightEnmEnt ......................................
   ...................................... 24
  24
  ArEA B-13: rEcEption ArEA
  ArEA B-13: rEcEption ArEA ........................................
   ........................................ 24
  24
  ArEA c-1: StAirS BELow
  ArEA c-1: StAirS BELow .............................................
   ............................................. 24
  24
  ArEA c-2: ForgE
  ArEA c-2: ForgE .......................................................
   ....................................................... 24
  24
  ArEA c-3: kinSt’S chAmBErS
  ArEA c-3: kinSt’S chAmBErS .......................................
   ....................................... 24
  24
  ArEA c-4: Armory
  ArEA c-4: Armory ....................................................
   .................................................... 24
  24
  ArEA c-5: StorAgE
  ArEA c-5: StorAgE ....................................................
   .................................................... 24
  24
  ArEA c-6: tEmpLE oF dwurFAtEr
  ArEA c-6: tEmpLE oF dwurFAtEr ..................................
   .................................. 24
  24
  ArEA c-7: priESt quArtErS
  ArEA c-7: priESt quArtErS..........................................
  .......................................... 24
  24
  ArEA c-8: uSiS’ quArtErS
  ArEA c-8: uSiS’ quArtErS ...........................................
   ........................................... 24
  24
  ArEA c-9: BuriAL prEpArAtion And mASonry
  ArEA c-9: BuriAL prEpArAtion And mASonry ................
   ................ 24
  24
  ArEA c-10: LowEr ArchwAy
  ArEA c-10: LowEr ArchwAy ......................................
   ...................................... 24
  24
  chAptEr thrEE:  
  chAptEr thrEE:  
  dEScEnt — thE SiEgE oF orcuS
  dEScEnt — thE SiEgE oF orcuS ......................................
   ...................................... 25
  25
  dEFEndErS oF thE citAdEL And Lord gALm 
  dEFEndErS oF thE citAdEL And Lord gALm  ....................
   .................... 26
  26
  EncountEr iii-A: FriEnd or FoE?  
  EncountEr iii-A: FriEnd or FoE?  
  (ArEA B-1) 
  (ArEA B-1)  ...............................................................
   ............................................................... 27
  27
  EncountEr iii-B: thE BArricAdE  
  EncountEr iii-B: thE BArricAdE  
  (ArEA c-1)
  (ArEA c-1) ...............................................................
   ............................................................... 27
  27
  EncountEr iii-c: mommy! (ArEA c-2)
  EncountEr iii-c: mommy! (ArEA c-2) .........................
   ......................... 27
  27
  EncountEr iii-d: 
  EncountEr iii-d: thE trAitor kinSt And thE dEviL Spy
  thE trAitor kinSt And thE dEviL Spy    
  (ArEA c-3)
  (ArEA c-3) ...............................................................
   ............................................................... 27
  27
  tABLE oF contEntS
  tABLE oF contEntS
  
   |3
  |3
  totEm oF thE gAtE
  totEm oF thE gAtE .................................................
   ................................................. 28
  28
  EncountEr ii-E: thE gAtE (ArEA c-5) 
  EncountEr ii-E: thE gAtE (ArEA c-5)  .........................
   ......................... 28
  28
  concLuding thE chAptEr
  concLuding thE chAptEr ............................................
   ............................................ 28
  28
  mAp d: thE cAtAcomBS
  mAp d: thE cAtAcomBS.................................................
  ................................................. 29
  29
  chAptEr Four: thE kEy
  chAptEr Four: thE kEy ...................................................
   ................................................... 30
  30
  EncountEr iv-A: ghoSt oF gALm  
  EncountEr iv-A: ghoSt oF gALm  
  (ArEA d-1)
  (ArEA d-1) ...............................................................
   ............................................................... 31
  31
  EncountEr iv-B: dEmonvESSEL oF kinSt 
  EncountEr iv-B: dEmonvESSEL oF kinSt  ........................
   ........................ 31
  31
  EncountEr iv-c: BouLdEr trAp  
  EncountEr iv-c: BouLdEr trAp  
  (ArEA d-2)
  (ArEA d-2) ...............................................................
   ............................................................... 31
  31
  EncountEr iv-d: corruptEd  
  EncountEr iv-d: corruptEd  
  (ArEA d-3)
  (ArEA d-3) ...............................................................
   ............................................................... 31
  31
  EncountEr iv-E: muSicAL chAirS  
  EncountEr iv-E: muSicAL chAirS  
  (ArEA d-4)
  (ArEA d-4) ...............................................................
   ............................................................... 31
  31
  EncountEr iv-F: crAwLing up thE wALL (ArEA d-5)
  EncountEr iv-F: crAwLing up thE wALL (ArEA d-5) .....
   ..... 32
  32
  EncountEr iv-g: SLimE vS. SLimE  
  EncountEr iv-g: SLimE vS. SLimE  
  (ArEA d-6)
  (ArEA d-6) ...............................................................
   ............................................................... 32
  32
  EncountEr iv-h: StonE portAL  
  EncountEr iv-h: StonE portAL  
  (ArEA d-7)
  (ArEA d-7) ...............................................................
   ............................................................... 32
  32
  mAp oF thE thE cAtAcomBS
  mAp oF thE thE cAtAcomBS ............................................
   ............................................ 32
  32
  EncountEr iv-i: chimErA gAtE (ArEA d-8)
  EncountEr iv-i: chimErA gAtE (ArEA d-8) ..................
   .................. 33
  33
  EncountEr iv-J: nASAL JELLiES (ArEA d-9)
  EncountEr iv-J: nASAL JELLiES (ArEA d-9) ....................
   .................... 33
  33
  EncountEr iv-k: thE SLicEr (ArEA d-10)
  EncountEr iv-k: thE SLicEr (ArEA d-10) ......................
   ...................... 33
  33
  EncountEr iv-L: thE kEy room
  EncountEr iv-L: thE kEy room ...................................
   ................................... 34
  34
  concLuding thE chAptEr
  concLuding thE chAptEr ............................................
   ............................................ 34
  34
  chAptEr FivE:  
  chAptEr FivE:  
  AScEnt — nEcromAntic drEAmS
  AScEnt — nEcromAntic drEAmS ....................................
   .................................... 35
  35
  EncountEr v-A: giLtz thE dArk cuStodiAn (ArEA B-1) 
  EncountEr v-A: giLtz thE dArk cuStodiAn (ArEA B-1)  . . 35
  35
  EncountEr v-B: ghoSt dogS oF wAr (ArEA B-1)
  EncountEr v-B: ghoSt dogS oF wAr (ArEA B-1) .........
   ......... 36
  36
  EncountEr v-c: SpEctrES oF thE pASt (ArEA B-3) 
  EncountEr v-c: SpEctrES oF thE pASt (ArEA B-3)  .........
   ......... 36
  36
  EncountEr v-d: BEmoAning thE pASt (ArEA B-9) 
  EncountEr v-d: BEmoAning thE pASt (ArEA B-9)  .........
   ......... 36
  36
  EncountEr v-E: LovE, undEAd StyLE 
  EncountEr v-E: LovE, undEAd StyLE  ...........................
   ........................... 36
  36
  concLuding thE chAptEr
  concLuding thE chAptEr ............................................
   ............................................ 36
  36
  chAptEr Six:  
  chAptEr Six:  
  thE princE oF SLimE
  thE princE oF SLimE .......................................................
   ....................................................... 37
  37
  mAp E: thE vAuLt
  mAp E: thE vAuLt ..........................................................
   .......................................................... 37
  37
  thE thirtEEn circLES 
  thE thirtEEn circLES  ...................................................
   ................................................... 38
  38
  circLE onE
  circLE onE ............................................................
   ............................................................ 38
  38
  circLE two
  circLE two ............................................................
   ............................................................ 38
  38
  circLE thrEE
  circLE thrEE ...........................................................
   ........................................................... 38
  38
  circLE Four
  circLE Four ...........................................................
   ........................................................... 38
  38
  circLE FivE
  circLE FivE .............................................................
   ............................................................. 38
  38
  circLE Six
  circLE Six ..............................................................
   .............................................................. 38
  38
  circLE SEvEn
  circLE SEvEn ..........................................................
   .......................................................... 38
  38
  circLE Eight
  circLE Eight ...........................................................
   ........................................................... 38
  38
  circLE ninE
  circLE ninE ............................................................
   ............................................................ 38
  38
  circLE tEn
  circLE tEn .............................................................
   ............................................................. 38
  38
  circLE ELEvEn 
  circLE ELEvEn  ........................................................
   ........................................................ 39
  39
  circLE twELvE
  circLE twELvE .........................................................
   ......................................................... 39
  39
  circLE thirtEEn
  circLE thirtEEn .......................................................
   ....................................................... 39
  39
  SuB-pLAnES
  SuB-pLAnES ................................................................
   ................................................................ 39
  39
  SLimE hoLE
  SLimE hoLE .............................................................
   ............................................................. 39
  39
  ogrE rockS
  ogrE rockS ...........................................................
   ........................................................... 39
  39
  AStEroid
  AStEroid ................................................................
   ................................................................ 39
  39
  SLEEpytimE
  SLEEpytimE ...............................................................
   ............................................................... 39
  39
  thE Four pLAtES
  thE Four pLAtES .........................................................
   ......................................................... 39
  39
  pLAtE onE
  pLAtE onE ..............................................................
   .............................................................. 39
  39
  pLAtE two
  pLAtE two ..............................................................
   .............................................................. 39
  39
  pLAtE thrEE
  pLAtE thrEE .............................................................
   ............................................................. 39
  39
  pLAtE Four
  pLAtE Four .............................................................
   ............................................................. 39
  39
  thE dEmon’S AmuLEt
  thE dEmon’S AmuLEt ..................................................
   .................................................. 39
  39
  JuBiLEx
  JuBiLEx ......................................................................
   ...................................................................... 40
  40
  thE FAcELESS Lord’S EntourAgE
  thE FAcELESS Lord’S EntourAgE ...................................
   ................................... 40
  40
  EpiLoguE
  EpiLoguE ......................................................................
   ...................................................................... 40
  40
  AppEndix A: nEw mAgic
  AppEndix A: nEw mAgic................................................
  ................................................ 41
  41
  nEw SpELLS
  nEw SpELLS ...................................................................
   ................................................................... 41
  41
  grEEn wAtEr
  grEEn wAtEr.............................................................
  ............................................................. 41
  41
  muck
  muck ....................................................................
   .................................................................... 41
  41
  mucuS mASk
  mucuS mASk ..........................................................
   .......................................................... 41
  41
  oozE BoLt
  oozE BoLt .............................................................
   ............................................................. 41
  41
  portAL runE
  portAL runE ...........................................................
   ........................................................... 41
  41
  rot to thE corE
  rot to thE corE .....................................................
   ..................................................... 41
  41
  SLimEBALL
  SLimEBALL ................................................................
   ................................................................ 41
  41
  SLimE BuckEt
  SLimE BuckEt ...........................................................
   ........................................................... 41
  41
  turn to oozE
  turn to oozE .........................................................
   ......................................................... 41
  41
  nEw mAgicAL itEmS
  nEw mAgicAL itEmS .......................................................
   ....................................................... 42
  42
  LESSEr miScELLAnEouS mAgicAL itEmS
  LESSEr miScELLAnEouS mAgicAL itEmS ............................
   ............................ 42
  42
  pAinting oF EnLightEnmEnt
  pAinting oF EnLightEnmEnt .......................................
   ....................................... 42
  42
  wArning cuBES
  wArning cuBES ......................................................
   ...................................................... 42
  42
  grEAtEr miScELLAnEouS mAgicAL itEmS
  grEAtEr miScELLAnEouS mAgicAL itEmS .........................
   ......................... 42
  42
  Liquor oF vomit
  Liquor oF vomit .....................................................
   ..................................................... 42
  42
  totEm oF thE gAtE
  totEm oF thE gAtE ...................................................
   ................................................... 42
  42
  StAFF
  StAFF ........................................................................
   ........................................................................ 42
  42
  StAFF oF SLudgE
  StAFF oF SLudgE ......................................................
   ...................................................... 42
  42
  unuSuAL wEApon
  unuSuAL wEApon .......................................................
   ....................................................... 42
  42
  JAvELin oF Lightning
  JAvELin oF Lightning ................................................
   ................................................ 42
  42
  AppEndix B: nEw monStErS
  AppEndix B: nEw monStErS ............................................
   ............................................ 43
  43
  BonE dEviL
  BonE dEviL ................................................................
   ................................................................ 43
  43
  thE corruptEd 
  thE corruptEd  ..........................................................
   .......................................................... 43
  43
  
  4|chAoS riSing
  4|chAoS riSing
  thE LEgEnd oF thE FAcELESS Lord
  thE LEgEnd oF thE FAcELESS Lord
  In the beginning, when the fires of creation cooled and the first mortals began to 
  walk the Material Plane, the greater gods gathered to divide the multiverse. Those 
  of weal took the most pleasant planes. They shared these planes with their allies 
  and made them as they saw fit. Thus, the heavens were created. As well, some of 
  the evil spawned by creation banded together and formed a great army that seized 
  the remaining planes. Thus, the hells were created. These lords of hell demanded 
  tribute from all of evil bent. Along with this tribute, they demanded subservience 
  to their will and rule. 
  Not all were happy with this division between good and evil. Some were left 
  with only the most inhospitable and deformed areas of the multiverse. These beings 
  challenged this so-called natural order of the celestials and the devils. They cried 
  out in dissention and formed a great horde that ravaged the planes. These were 
  the first demons. Sent forth to lead an army of celestials against the demons was a 
  being of absolute rigidity and perfection. His body was fair and his mind keen. This 
  beacon of light had no visage but a perfectly smooth face from which blinding light 
  emitted. He was known as the Faceless Lord. 
  Unfortunately, the Faceless Lord was led astray during the battles with the 
  demons. He learned to revel in his brilliance on the battlefield, and so his vanity was 
  his undoing. He began to see the demons not as the vile beacons of lawlessness, but 
  as oppressed beings subjugated by both celestials and devils. Soon, he was swayed 
  to the side of disorder and led many of his celestial followers to the dark. Who 
  tempted this icon of perfection? Orcus? Demogorgon? Who can say?
  Introduction
  Introduction
  A challenging adventure for four to six characters of 10th to 12th level (and 
  above), Chaos Rising offers an excellent add-on to any fantasy campaign. The 
  location of the Devil’s Finger — the main site of the adventure — can be placed in 
  any mountain chain. The benefactor the characters serve is generic and customizable 
  for your campaign; where the party meets the benefactor is similarly up to your 
  discretion. The deities presented in the adventure — Dwurfater, Orcus, and the 
  Faceless Lord — may also be changed to fit your campaign. The major enemy, 
  Lord Raob, could easily be a reoccurring enemy in the campaign. The timing of the 
  adventure is a fortnight before a blood moon. Since blood moons are rare and not 
  easily predictable, this event could be added to your campaign at any time.
  The adventure begins when a benefactor implores the characters to take on a 
  nearly impossible quest to retrieve a demon’s amulet. First, the heroes must scale a 
  750-foot-tall monument to reach an ancient dwarven castle known in modern times 
  as the Citadel. Arriving at the Citadel, the characters evade the machinations of 
  an evil lord and travel through time to acquire a key that unlocks an ancient vault 
  created by a long-forgotten demon prince. In the Citadel, the heroes confront both 
  demons and undead. Once the key is obtained, the characters wait for the appointed 
  hour: the rising of a blood moon. Once the vault is bathed in the rising moon’s 
  crimson glow, the adventure concludes as the characters enter the vault, awaken 
  and confront the avatar of a demon prince, and recover pieces of a riddle that allows 
  them to seize the prince’s amulet. 
  By JAmES coLLurA
  By JAmES coLLurA
  An AdvEnturE For 4 to 6 chArActErS oF 10th to 12th LEvEL And ABovE. 
  An AdvEnturE For 4 to 6 chArActErS oF 10th to 12th LEvEL And ABovE. 
  Chaos Rising
  Chaos Rising
  Chaos Rising
  Chaos Rising
  
  introduction 
  introduction |5
  |5
  the second plane, the dwarves created many wards and guardians to protect the key. 
  Disguising the second demiplane as catacombs to baffle aggressors, the dwarves 
  have thus far succeeded in their task. No one has acquired the key. 
  During the millennia since the first dwarves stood guard in the Citadel, many 
  armies have marched on the Devil’s Finger seeking the key as a first step to 
  acquiring the demon’s amulet. Even with the temporal portals, the clan of dwarves, 
  and the confusion created by shifts in time and space, evil was undeterred from 
  acquiring the Faceless Lord’s amulet-soul. 
  Two such undeterred armies were those of the demon prince Orcus and, later, a 
  legion of undead commanded by a powerful priest named Giltz. Orcus, a deceiver, 
  learned of the Citadel’s nature. Knowing that Dwurfater’s protections prevented 
  direct entry, Orcus turned a goodly priest to evil and taught him a way to overcome 
  the protection and open a gate to Orcus’ home plane. Eventually, possibly with the 
  characters’ help, the dwarves pushed back the demons and closed the unusual gate. 
  Later, Giltz accomplished what Orcus could not: He and a host of undead 
  overcame and wiped out the dwarves. Yet before Giltz could claim his prize, the last 
  dwarves assassinated him. In his anguish, Giltz’s spirit remained and now haunts 
  the Citadel’s demiplane. 
  Currently, the Citadel abides in a parallel plane but is abandoned and its purpose 
  lost to the minds of human and dwarf alike. So, too, is the name of the Faceless Lord 
  forgotten. Knowledge of him is only a whisper among these who study the arcane. 
  To this day, the Faceless Lord stirs trapped within the vault, nursing a hatred of all 
  dwarves. For the ironic secret of the vault, the Faceless Lord created is this: though 
  the vault is a reliquary for the Faceless Lord’s amulet, it also serves as his prison. 
  This situation is about to change, however. The evil Lord Raob Blackenheart has 
  gathered an army and encamped it at the summit of the Devil’s Finger. Here, he and 
  his men are excavating the Citadel and attempting to dig down to the key’s resting 
  place. This strategy is folly, for Raob has yet to suspect that the now-ruined towers 
  and walls are merely a ruse. It is only a matter of time before this evil lord learns of 
  the Citadel’s true nature and acquires the key.
  A blood moon approaches in two weeks’ time. 
  Enter the characters. Through the hook of your choosing, they are charged with a 
  daunting task: acquire the key, spoil an evil lord’s machinations, open the vault, and 
  save the world — all in a day’s work for heroes. 
  AdvEnturE hookS
  AdvEnturE hookS
  The adventure begins when the characters learn portions of the background 
  from a benefactor such as a church (good or evil) or a guild (magic-user or 
  thief), as fits your campaign and particular characters. Whichever organization or 
  individual ultimately employs the characters, that entity is referred to hereafter as 
  the benefactor. The benefactor’s primary motivation is to obtain a demon price’s 
  amulet. What the benefactor wishes to do with the amulet depends on several issues. 
  For example, a goodly church would wish to destroy the device, while a wizards’ 
  guild would want to study it, and an evil sect would want to use its powers to further 
  their own fell agenda. 
  Here are several suggested hooks:
  One of the characters owes a great debt to the benefactor, and the benefactor is 
  now asking that the debt be paid. In a good-aligned campaign, now is the time to 
  pay up for all that free healing at the local church. In an evil-aligned campaign, 
  the benefactor could attempt to assassinate one of the characters and blame 
  Raob. During that time, the benefactor approaches the characters with the helpful 
  information as to who is trying to kill them. The benefactor lets them know of Raob. 
  An agent of the Faceless Lord could hire the characters. The characters have no 
  idea that their benefactor works for the fallen celestial. Still, the characters rush off 
  to save the day not knowing that their actions loose the Faceless Lord on the world. 
  This is a difficult scenario because of the horrific twist that will likely take place 
  assuming the characters overcome the Faceless Lord, just to learn seconds after 
  their victory that they were the pawns of chaos. 
  If you do not want to use a benefactor, you could have the party’s wizard learn 
  of the Citadel while deep into studying a recently acquired tome (conveniently 
  placed in the prior adventure). In the margins of the tome are notes by Sleeara, 
  the necromancer serving Raob. The party’s wizard puts together what Sleeara is 
  planning, the location of the Citadel, and the time remaining to stop her. 
  Basically, Chaos Rising can take place at any time and in virtually any locale. 
  You should be creative in starting the adventure and impress upon the characters the 
  grave danger that threatens the realm if Raob takes the amulet for himself. 
  The characters and the benefactor should know a few key facts (or acquire 
  such information from the tome, if using that hook), including the existence of the 
  Citadel, the existence of the key, and that a demon prince’s amulet lies within the 
  vault. The benefactor should also know that Lord Raob is attempting to seize the 
  amulet for himself. Furthermore, through an astrologer, the benefactor knows that a 
  blood moon approaches in 14 days. 
  Finally, the benefactor has discovered that there is a portal into the Citadel. The 
  benefactor might believe, as Raob does, that the Citadel is in ruins and therefore, 
  the passageways and tunnels that lead to the key are collapsed and full of rubble. 
  Therefore, to beat Raob to the key, the characters must use the portal, travel back 
  through time to where the passageways are intact, and snatch the key out from 
  under Raob. 
  What is known is that when the combined armies of the good-aligned planes 
  overtook the demonic hordes, they cast the demons into the Abyss, the worst of all 
  planes. To mark his sin permanently, the greater gods of good stripped the Faceless 
  Lord of his perfection. He became a liquefied and ever-changing deity. Some say 
  that a certain greater power remarked that this was done so all would know the 
  Faceless Lord for what he was: ever-changing and devoid of trust. The Faceless 
  Lord is the personification of chaos. He is always changing, always plotting, and 
  always thoroughly evil. He is known by some as Jubilex. 
  AdvEnturE BAckground
  AdvEnturE BAckground
  The adventure begins at the Devil’s Finger, a 750-foot-tall granite monument. At 
  the apex of this monolith is an ancient and abandoned dwarven castle. Although the 
  true name of the castle is Dwurschmiede, this name is lost to the ages, and the castle 
  is known in modern times simply as the Citadel. The Citadel surrounds a gigantic 
  cube of obsidian. Impervious to magic, the true nature of the Obsidian Vault is 
  known to only a few scholars. 
  The Obsidian Vault is a creation of Jubilex, the Faceless Lord. Like most powerful 
  demons, the Faceless Lord spent considerable effort in hiding his soul, which was 
  made manifest in the form of an amulet. To protect his amulet, the Faceless Lord 
  created the Obsidian Vault. Crafted from the then-dwindling fires of creation, the 
  Obsidian Vault is impervious to everything, whether magical or mundane, mortal or 
  divine. After placing his soul within the vault, the Faceless Lord let loose the great 
  cube and sent it wandering through the planes. 
  For reasons unknown, several thousand years ago, the vault appeared on the 
  characters’ home plane and crashed on top of a mountain. As a result of the magical 
  energies that protect the vault, combined with the force of the impact, the Devil’s 
  Finger was formed. Ancient dwarves discovered and revered the monolith as a work 
  of wonder. Soon, some wicked dwarves began to revere the Faceless Lord on the 
  grounds that, out of chaos, he constructed the vault, an example of nearly perfect 
  craftsmanship. Since the dwarven pantheon abhors chaos, the leader of the dwarven 
  gods, Dwurfater, grew wrathful. 
  The vault’s protections were beyond even the power of Dwurfater to breach. 
  Using all of his strength, Dwurfater could not penetrate the vault. Only through 
  placating the inherent evilness of the vault by sacrificing dwarven lives did 
  Dwurfater gather the strength to bore an opening through the stone and create a 
  door. As tears ran down Dwurfater’s face, many dwarves gave their lives to aid their 
  god in his task. Blood washed the entire Devil’s Finger as generations of dwarves 
  were sacrificed for this gruesome but necessary deed. 
  Though the penetration was finally accomplished, Dwurfater was too weakened 
  to open the door he created and seize control of the amulet, so with his last bit of 
  strength he crafted a key such that mortals could accomplish what he could not. 
  The Faceless Lord learned of what Dwurfater planned and attempted to stop the 
  followers from securing the amulet that contained his soul. Arriving at the Citadel, 
  the Faceless Lord’s avatar rushed after Dwurfater’s disciples and entered the vault. 
  In the battle that ensued between the Faceless Lord and Dwurfater’s followers, 
  the dwarves accomplished their true task: As the Faceless Lord entered the vault, 
  Dwurfater’s strength returned, and he closed the door. The Faceless Lord was 
  trapped inside with his amulet. 
  After this great victory by the dwarves, they built Dwurschmiede, the Citadel, a 
  structure designed to safeguard the vault. The Citadel was to bar those who would 
  seek to free the Faceless Lord or take his amulet for themselves. Also, the Citadel 
  was created to guard the key used by Dwurfater to lock the vault. To remember the 
  bloody sacrifice of the dwarves and to placate the evil that imprisons the Faceless 
  Lord, the door to the vault appears only once every 400 years when a blood moon 
  rises and bathes the Devil’s Finger in an unnatural red light. 
  Dwurfater assisted in the creation of the Citadel. He infused his divinity into 
  the Citadel to protect the only means of returning the Faceless Lord to the world: 
  the key. One protection prevents anyone from directly accessing any other plane 
  (such as the Astral Plane for teleportation) while on the Devil’s Finger. This divine 
  infusion also prevents anyone from contacting an evil-aligned plane for divination, 
  summoning, or other purposes. 
  The second protection is stronger and unusually arcane for the dwarves. To the 
  outside world, the Citadel appears as a great fortress with towers and walls encircling 
  the vault. This appearance is merely a ruse, however. Through Dwurfater’s guidance 
  and divinity, these outer walls and defenses are a façade protecting the Citadel’s true 
  nature: its interior is actually a demiplane. 
  The interior of the Citadel exists and ages the same as the outer world. Entrance 
  to the Citadel, however, is limited to a single planar gate inside a great barbican. 
  This planar gate is far from simple, for it uses temporal wells to send intruders 
  through time. Only with a portal rune (described in Chapter I) can someone gain 
  access to the actual Citadel. 
  Within this interior demiplane, an entire clan of dwarves — Clan Flammeaxte — 
  willingly submitted to living apart as protectors of the Citadel. Their mission was 
  simple: prevent anyone from acquiring the key. 
  To further guard the key, Dwurfater fashioned a second demiplane. Like the first 
  planar gate, the second gate uses time itself as a defense. Only with a special rune 
  known only to the lord or king of the Citadel may one enter this second plane. In 
  
  6|chAoS riSing
  6|chAoS riSing
   
  Naturally, this task will not be easy. First, numerous 
  magical protections are still active in the Devil’s Finger. These 
  protections make scaling the monument with extreme caution 
  necessary. In addition, the presence of Lord Raob and his army 
  requires you to use stealth. Once you are on top of the Devil’s 
  Finger, you must find the main entrance to the Citadel. This 
  entrance is believed to be within a massive barbican.  
   
  Your benefactor has devised an unusual way for you to 
  acquire the key before Lord Raob. One of the protections that the 
  dwarves used involved magical portals that allowed guards to 
  travel back through time to warn of invaders. Your benefactor’s 
  scholars presume that two such portals remain today. One is at 
  the entrance to the entrance to the Citadel’s top level, and the 
  other is a hidden entrance into the catacombs where the key lies.  
   
  Thus, you will use these portals to shift to a time when 
  the passageways are not blocked by rock and rubble. In this 
  alternate reality or time, the Citadel is in its full splendor, 
  and you should therefore be able to acquire the key and return 
  to your home time. Your benefactor has convinced an ancient 
  dwarven priestess to inscribe the necessary portal rune on each 
  of you. This tattoo will be placed on your neck and under no 
  circumstance should fall into enemy’s hands. Although nothing 
  is known of the denizens of this other time, they should prove 
  less hostile than dealing with Lord Raob and his army.  
   
  Once the key is acquired, your task is not over. Retrieving 
  the key and foiling the evil lord’s plans is not enough. This evil 
  must be ended once and for all so that future generations are 
  not caught unaware. You must enter the cube on the night of the 
  blood moon, retrieve this amulet, and return it so that it may be 
  destroyed, ending the vileness of the demon prince’s essence.  
   
  Your benefactor’s stare breaks for a moment. She licks her 
  cracked lips and speaks harshly, “What say thee?”
  running thE AdvEnturE
  running thE AdvEnturE
  The characters start by meeting with their benefactor. After this meeting, the 
  characters have an opportunity to prepare for the assault on the Devil’s Finger, 
  purchase supplies and items, and plan for the adventure. The benefactor also 
  provides the characters with a device or key to activate the portals. 
  As explained in the Adventure Background, the characters have a fortnight to 
  scale the Devil’s Finger and retrieve an item known simply as they key. The key 
  allows the characters to enter the vault (during a blood moon) and attempt to take 
  the demon’s amulet. The challenge is presented in five stages. 
  StAgE onE — ASSAuLting thE dEviL’S FingEr  
  StAgE onE — ASSAuLting thE dEviL’S FingEr  
  (thE prESEnt)
  (thE prESEnt)
  Described in Chapter I, the characters must find their way into the Citadel. The 
  Devil’s Finger stands more than 750 feet tall. The challenge lies in arriving at the 
  top of the monument without alerting Lord Raob. One obvious option is to climb 
  the cliff face; however, not only are guards patrolling the perimeter, but several 
  gargoyles act as natural guardians. The characters will more likely use magical 
  means to arrive atop the great pillar. Some magical energies, such as teleportation, 
  are suppressed by enchantments still active in the Citadel. So, arriving on top of 
  the Devil’s Finger without Raob noticing will not be easy for the characters. In 
  addition, using magic might prove more dangerous than climbing because of a 
  series of magical alarms that alert the small army commanded by Lord Raob and 
  Sleeara. A third option is to use the makeshift elevator that Lord Raob uses. This 
  approach should also prove difficult, owing to the army guards that protect the 
  elevator. Although these guards might be easily overcome, they could sound an 
  alarm that brings an entire army down on the characters. Once on top of the Devil’s 
  Finger, the characters penetrate the barbican near where Raob’s archaeological 
  operation is underway. After arriving, the party passes through the portal, which is 
  activated by their personal portal rune, in an effort presumably to bypass hundreds 
  of feet of rock and rubble. 
  To activate the portal, the benefactor has employed an ancient dwarven priestess. 
  This priestess actually knows the Citadel’s planar secret, but does not disclose this 
  information under any circumstances. Instead, she marks or tattoos the necessary 
  portal rune on all the characters’ necks to allow them access in an effort to destroy 
  the Faceless Lord once and for all. 
  The important fact that is omitted in any setup for this adventure (although wily 
  characters might correctly guess this fact) is that the Faceless Lord is trapped within 
  the vault. Thus, the characters should be unaware of this matter at the time they 
  embark upon their quest. 
  pLAyErS’ introduction
  pLAyErS’ introduction
  With a minimum of alteration, the following background is usable for most any 
  benefactor or hook you choose — good or evil, arcane, divine, or worldly. Read or 
  paraphrase as necessary:
  The heavy eyes of your benefactor peer over the tomes and 
  scrolls on her desk to look you square in the eye. She awaits an 
  answer.  
   
  You and your friends received the summons less than a week 
  ago. The urgency in tone could not be mistaken — grave danger 
  threatens the realm.  
   
  You have been asked to retrieve a fabulous artifact, the 
  amulet of a demon prince. Like most who have studied or 
  encountered demons before, you know that a demon’s amulet 
  contains its soul. One who possesses such an artifact can banish 
  the demon for centuries or even command it to heed one’s will. 
  Thus, the amulet of a minor demon in the wrong hands can be 
  a force of destruction. The amulet of a demon prince can render 
  anyone invincible.  
   
  To accomplish this quest, you must travel to an arid mountain 
  chain. In the midst of these mountains stands a gigantic granite 
  monument 750 feet high that resembles the bony knuckles of a 
  finger. It is known as the Devil’s Finger. On top of the Devil’s 
  Finger lies an ancient fortress carved directly out of the granite. 
  Legends tell that the fortress, known today simply as the 
  Citadel, was built by ancient dwarves. The entire complex has 
  collapsed and is in ruins.  
   
  The dwarves built the Citadel around a gigantic cube — 
  or vault — of obsidian. The origin of the vault is unknown; 
  however, religious scholars working for your benefactor think 
  that it is otherworldly in nature and predates the Citadel. Thus, 
  these scholars assume that the Citadel was built to protect the 
  vault.  
   
  Within the vault, the amulet lies undisturbed as it has for 
  thousands of years. Armies laid siege to the Citadel hoping to 
  acquire the key and the amulet. Breaking their attacks against 
  the granite, no army succeeded. Now that no one guards the key, 
  however, the evil Lord Raob Blackenheart might succeed where 
  others have failed.  
   
  Although few texts and histories concerning the Citadel are 
  extant, what is known is that once every 400 years a blood moon 
  rises and reveals an entrance to the vault. If someone stands at 
  the entrance at this appointed hour with a special key, then he 
  may enter the vault. No other means magical or otherwise can 
  penetrate the cube. The key is presumed to reside in a complex 
  of caves and catacombs beneath the Citadel.  
   
  Your benefactor had very little interest in the Citadel 
  until a month ago, when after 1,200 years it once again 
  became occupied. Apparently, the evil Lord Raob and his pet 
  necromancer are determined to find the key and open the 
  cube. They and a small army are camped around the ruins of 
  the Citadel and are attempting to dig their way through the 
  collapsed halls and find the key. Going by his reputation for 
  malice and slaughter, Raob likely intends to take the amulet and 
  begin a campaign of carnage and bloodshed.  
   
  Your benefactor has employed astrologers and learned that 
  a blood moon approaches in a fortnight. Your party is asked to 
  climb the Devil’s Finger, enter the Citadel, and steal the key 
  before Lord Raob succeeds.  
  
  introduction 
  introduction |7
  |7
  StAgE two —
  StAgE two — EntEring thE portAL And thE SiEgE oF orcuS 
   EntEring thE portAL And thE SiEgE oF orcuS  
  (3,000 yEArS in thE pASt)
  (3,000 yEArS in thE pASt)
  As described in Chapter III, the second stage of the adventure begins once 
  the party passes through the portal, which allows the party to enter the Citadel’s 
  demiplane. Whether the characters perceive of the change in planes is ultimately 
  up to you. The interior of the Citadel has two portals that allow such travel through 
  time or space. The first portal is the entrance to the Citadel’s Upper Halls, the second 
  is an archway in the Lower Halls that leads to the catacombs where the key lies. 
  The upper archway sends the characters to “The Siege of Orcus,” an alternate 
  plane that is similar in every way to the characters’ home plane, save that the 
  Siege of Orcus occurs almost 3,000 years in the past. Remember that the Citadel’s 
  demiplane and the characters’ home plane move through time — or, age — at the 
  same rate, but due to the planar gate’s temporal nature, the characters have gone 
  back through time. The Citadel is simply inaccessible except through the barbican 
  portal. 
  During the “Siege of Orcus,” the characters appear at the start of a siege by 
  the forces of the demon prince Orcus, who desires the Faceless Lord’s amulet 
  for himself. Specifically, the characters appear shortly before Orcus bypasses the 
  magical wards of the Citadel and opens a gate. Using this gate, a group of demons 
  attempts to seize the dwarven king who holds the rune to access the catacombs. The 
  characters may or may not assist the dwarves in defending the Citadel, although 
  success might be impossible without assisting them. The characters’ prime goal is 
  to find the lower portal that will send them to the catacombs demiplane where the 
  key lies. 
  StAgE thrEE — Acquiring thE kEy  
  StAgE thrEE — Acquiring thE kEy  
  (thE prESEnt)
  (thE prESEnt)
  Leaving the “siege of Orcus” behind, the characters enter the catacombs as 
  explained in Chapter IV. Again, the characters change planes and travel through 
  time — to the present. Like the Citadel, this demiplane moves through time at the 
  same rate as the party’s home plane; however, the portal’s temporal nature sends the 
  characters to another era. 
  The catacombs were built for the dwarven kings who served the Citadel. The use 
  of the crypts is to hide the real purpose of the area: to protect and guard the key. At 
  the very bottom of this area is the complex with the key. The acquisition of the key 
  is the characters’ primary goal. 
  StAgE Four — 
  StAgE Four — thE rEturn JournEy And nEcromAntic drEAmS
  thE rEturn JournEy And nEcromAntic drEAmS    
  (1,200 yEArS in thE pASt)
  (1,200 yEArS in thE pASt)
  In Chapter VI, after acquiring the key, the characters return through the lower 
  archway and travel back to the Citadel’s demiplane. The characters do not, though, 
  return to the time of the Siege of Orcus. Instead, they are sent to “Necromantic 
  Dreams,” where an army of undead decimated the dwarves. These events take place 
  on the Citadel’s demiplane 1,200 years in the past from the time of the characters’ 
  home plane. Approximately 100 years before the characters’ arrival, the powerful 
  priest led an army in an effort to take the amulet. The priest died during the final 
  assault, so the undead have settled in the Citadel. 
  The “Siege of Orcus” is described in Chapter III, and “Necromantic Dreams” 
  is described in Chapter V. The different rooms and physical features of the Citadel 
  itself are detailed in Chapter II, which also details various NPC parties that are 
  seeking the key. In other words, the characters will traverse the same dungeon at 
  least twice, but with different sets of encounters for each sojourn. 
  StAgE FivE — conFronting thE FAcELESS Lord  
  StAgE FivE — conFronting thE FAcELESS Lord  
  (thE prESEnt)
  (thE prESEnt)
  Once the characters leave the Citadel and return to their home plane and time 
  with the key, they may have to deal with Lord Raob and wait for the blood moon 
  that appears at the end of the fortnight. Raob and Sleeara are possibly one of the 
  groups of time-traveling NPCs that the characters confront during the “Siege of 
  Orcus” or “Necromantic Dreams.” During the interim between acquiring the key 
  and the blood moon’s rising, the characters may vanquish Lord Raob or perhaps join 
  forces with him, if they are so inclined. Raob may also quite possibly discover that 
  the Citadel was a façade and out of frustration decide to take his army elsewhere. In 
  any event, once the blood moon rises, the characters should use the key and enter 
  the vault of the demon prince. These events are explained in Chapter VI. 
  Within the strange obsidian cube, the characters find themselves at the threshold 
  of a sea of ooze. In the middle of this sea is a small island with an odd cube and 
  obelisk. In the final stage, the characters are to find pieces to a riddle to retrieve the 
  amulet. The Faceless Lord, compelled to protect the amulet by the divine force of 
  Dwurfater, has over the many millennia of his captivity created alternate realities and 
  sub-planes linked together within his prison. He has hidden four stanzas of a riddle 
  within these sub-planes. The four stanzas are necessary to open the amulet’s resting 
  place. You are encouraged to create these sub-planes, as they are a mechanism to 
  expand the module significantly. Alternatively, you might forego the sub-planes 
  and reach the ultimate conclusion — a direct confrontation with an avatar of the 
  Faceless Lord. With or without the sub-planes, the adventure concludes at this 
  point. The characters may leave the vault victorious with the demon’s amulet, or 
  they may become the latest liquefied victims of the Prince of Chaos. 
  pLAnAr trAvEL
  pLAnAr trAvEL
  In Chaos Rising, the characters repeatedly enter and exit planes and travel 
  through time. You can deal with this element in two ways. The first is to explain the 
  travel as dimensional or planar travel, as is described in the module. In other words, 
  the heroes travel from one plane of existence to an almost identical, but finite plane 
  of existence that happens to exist in the past. This explanation avoids many of the 
  consistency issues with time travel. 
  An alternate way of dealing with this matter is to explain the travel as true 
  temporal relocation and time travel and ignore the demiplanes. In other words, 
  the characters are actually traveling through time, and the interior of the Citadel 
  and catacombs exist on the characters’ home plane. This explanation may prove 
  difficult, as many consistency issues arise. There is also the inevitable, “What 
  happens if I kill my great-great-grandfather?” A good response is, “The inertia of 
  time and destiny flattens the smallest ripples in time.” Though this statement is 
  rather meaningless, it is sufficiently ambiguous to quiet over-anxious questioners. 
  The time stream does not abide a paradox. 
  A third option is not to explain the travel at all. The mystery of the situation 
  allows the characters to come up with their own understanding of what is occurring. 
  With any of these options, you should be able to tailor the concept to what your 
  players will most enjoy. 
  chronoLogy oF EvEntS
  chronoLogy oF EvEntS
  Eons ago
  The creation of the universe. The crafting of the vault by 
  the Faceless Lord.
  10,000 years ago
  The vault crashes down on the characters’ world and 
  forms the Devil’s Finger. Dwarves begin to revere it. 
  9,000 years ago
  Dwurfater tricks the Faceless Lord and imprisons him 
  in his vault. Construction begins on Dwurschmiede, the 
  Citadel. Dwurfater creates two demiplanes to protect 
  the key.
  3,000 years ago
  Orcus lays siege to the Citadel in an attempt to acquire 
  the Faceless Lord’s amulet for himself. The events of 
  Stage Two take place.
  1,300 years ago
  The priest Giltz succeeds in destroying the last dwarves 
  occupying the Citadel. He dies in battle.
  1,200 years ago
  The events of Stage Four take place. 
  1 year ago
  Lord Raob learns of the amulet and its unspeakable 
  power. He begins his quest to acquire it. 
  1 month ago
  Lord Raob arrives at the Devil’s Finger and begins to dig 
  down toward the key. The characters’ benefactor begins 
  to learn of what Raob is trying to accomplish. 
  Today
  The characters learn of Raob’s plan from their 
  benefactor. In the next two weeks, the events of Stage 
  One and, later, Stage Three take place. 
  2 weeks from today
  A blood moon rises and shows the door into the Citadel. 
  The events of Stage Five take place. 
  
  8|chAoS riSing
  8|chAoS riSing
  introductory chArActEriSticS
  introductory chArActEriSticS
  Each level of the dungeon has a sidebar such as this one that 
  details the following basic information:
  Wandering Monsters: Details the frequency of encounters, 
  including a table of encounter results. 
  Shielding: Details any material, magical barriers, or 
  shielding that prevents divination or other spells and effects from 
  functioning. Not listed if there is no shielding on the level.
  Detections: Details results of general divination spells on the 
  level. 
  Spell Function and Recovery: Details any interference with 
  spell recovery due to magnetic influences or sheer evil detachment 
  from the gods. Not listed if function and recovery are normal on 
  the level. 
  Continuous Effects: Details any effect that apply throughout 
  the level, such as fear or extreme heat as though a heat metal 
  spell was in effect throughout the level. Not listed if there are no 
  continuous effects on the level. 
  Standard Features: Details door type and quality to be 
  encountered throughout the level, as well as any other recurring 
  features, such as color of stone or carved motifs. If there are no 
  standard features on a particular level, this characteristic will not 
  be detailed. 
  pLAying EFFEctivE npcS
  pLAying EFFEctivE npcS
  This module includes a number of NPCs and NPC parties. A major NPC, of 
  course, is the Faceless Lord. Raob and Sleeara are attempting to seize the amulet 
  in the present; Lord Galm fights the forces of Orcus in the past. As well, numerous 
  parties of “time-traveling” NPCs (as described in Chapter II) await the characters. 
  Playing these NPCs effectively is a challenge, especially since the NPCs are not 
  necessarily set encounters. Having completely new groups of NPCs jumping into the 
  picture may not suit your game. If the adventure seems too hard for the characters, 
  these NPCs allow you to scale the difficulty. For example, one change could be 
  substituting Lord Raob with one of your campaign’s reoccurring enemies. Another 
  change could be not using an NPC party if the characters are bogged down in one 
  of the Citadel levels. Furthermore, you could use your own NPC party that gains 
  access to the Citadel upon learning what the characters are trying to accomplish. 
  Whether you use your own NPCs or those described in this adventure, 
  understanding their motivations as well as their powers is important for playing 
  them effectively with the encounters and events described in this adventure. 
  mApS And EncountEr numBEring
  mApS And EncountEr numBEring
  Since the characters traverse the same “maps” twice in some circumstances, 
  having a different map numbering and encounter system is necessary. Also, some of 
  the encounters are not keyed to a specific place. Thus, the encounters are presented 
  alphabetically with the chapter number (i.e., I-A). For the map references, the first 
  letter indicates the specific map and the second is the Area number (i.e., A-1 refers 
  to Map A and Area 1). 
  modiFicAtionS to thE AdvEnturE
  modiFicAtionS to thE AdvEnturE
  Modifications to this adventure are not only recommended, they are expected. 
  This adventure is written in such a way that it can take place on any world, in any 
  campaign. These events could occur virtually anywhere. 
  A benefactor and evil demon are required. The benefactor, however, need not 
  necessarily be good. An evil party could be hired by an evil deity to fetch the amulet 
  for themselves. The demon could be the Faceless Lord or a long-forgotten demon 
  of your own making. Likewise, the dwarves in this module could be any race that 
  died out long ago or some other campaign-specific race. 
  Additionally, as was already mentioned, the NPCs are an easy target for 
  modification to make the adventure more or less difficult. Chapters III and V are 
  designed in such a way that you can tailor entire sections of encounters. In Chapter 
  VI, you are expected to expand the sub-planes to provide strange and exciting 
  locales for your campaign that the characters might not normally encounter. 
  One final note: Some encounters in this adventure are written with boxed, read-
  aloud description text. These descriptions are provided for your benefit. Whether 
  you use the descriptions or not is up to you. Yet their purpose is to provide you 
  with important pieces of dialogue, complex area descriptions, and ideas. The best 
  descriptions for your players are yours. Consider the descriptions provided as 
  helpful suggestions, not constraining requirements. 
  
  introduction 
  introduction |9
  |9
  citAdEL SidEviEw mAp
  citAdEL SidEviEw mAp
  
  10|chAoS riSing
  10|chAoS riSing
  AScEnt
  AScEnt
  The characters cannot teleport to the top of the Devil’s Finger. Dwurfater infused 
  the Citadel with magical energies that cause two effects that affect the adventure. 
  The first effect is that contact with the Astral Plane is impossible; thus, spells such 
  as teleport do not function around the Citadel. Second, spells cast within 100 feet 
  around or on the Devil’s Finger that contact other planes do not function unless 
  the contact is to a non-evil plane. Thus, summoning spells targeting evil creatures 
  fail; gate and divine spells to evil planes also fail. Both magical enchantments are 
  permanent and imbued in the stone. 
  Once at the base of the Devil’s Finger, the characters may attempt to climb it. 
  Each side of the Devil’s Finger is smooth granite that flows in and out over the 
  knobby protrusions or knuckles. Although natural edges can assist the characters in 
  their ascent, the climb is still very difficult for non-thieves. Characters have a 40% 
  chance of slipping and falling 3d6 feet for every 50 feet they climb; characters can 
  make a saving throw to grab a protruding rock to arrest their fall or they take 1d6 
  points of damage per 10 feet fallen. In addition, the gargoyles (Encounter I-A) 
  make this method even harder. 
  introductory chArActEriSticS
  introductory chArActEriSticS
  Wandering Monsters: Patrols are infrequent beneath the 
  Devil’s Finger, as described above. This table is based on the party 
  being at the top of the Devil’s Finger. Check once every 10 minutes 
  on 1d12:
  1d12
  Encounter
  1
  Sleeara and 4 guards (from Area I-C)
  2
  Lord Raob and 4 guards (from Area I-D)
  3–5
  1d4 guards
  6
  1d4 gargoyles (from Area I-A)
  7–12
  No encounter
  Shielding: Spells cannot penetrate the vault (Area A-7). 
  Nothing can damage or see beyond its jet-black obsidian walls. 
  Ancient magical protections prevent anyone from traversing 
  through the Astral Plane in and around the Citadel and the top 
  of the Devil’s Finger. Thus, astral travel and teleportation are 
  impossible on, within, or 500 years around the Devil’s Finger. In 
  addition, summoning and similar spells that target other planes 
  function only if the target of the spell is Lawful or Neutral. 
  Detections: Characters detect strong evil and overwhelming 
  magic from the vault (Area A-7) due to the presence of the 
  Faceless Lord and his amulet. Also, the Devil’s Finger itself 
  radiates magical energies. 
  Standard Features: Unless otherwise noted, all doors are on a 
  central pivot and made of stone.
  Map Used: Map A: The Devil’s Finger.
  Characters may attempt to fly, levitate, or use some other magical means 
  of ascent. Sleeara (Encounter I-C) placed a number of warning cubes on the 
  perimeter of the army’s base. These warning cubes are spaced evenly 100 feet apart 
  on the perimeter. In between each warning cube are oil-fueled torches; although 
  wind-resistant, they frequently blow out. A torch near where the party “arrives” has 
  a 25% chance of being out. 
  Characters may also attempt to use the “cauldron-elevator” built by Lord Raob. 
  See Encounter I-F for more details. This means of ascent, however, is very closely 
  watched and most likely leads to detection. 
  Presuming the characters find a way to ascend to the Devil’s Finger (most likely 
  by fly and invisibility), they may have several encounters during their ascent. 
  This initial set of encounters should be suspenseful but not overly difficult for the 
  characters (unless Lord Raob’s men spot them). They should feel that they are being 
  challenged, but not taxed to their limits — that is for later. 
  The adventure begins with the characters arriving at a valley within three miles 
  of the Devil’s Finger. How the characters arrive at this locale is up to you. Arriving 
  at the remote location might be a difficult challenge for the characters; however, 
  since time is of the essence (pun intended), having the benefactor described in the 
  introduction spend the necessary funds to send the party via teleport to a grove 
  of dead trees a few miles from the Devil’s Finger might be easier. This adventure 
  assumes that you have managed to get the characters to an area near the base of the 
  Devil’s Finger undetected by the agents of evil on the summit. 
  thE dEviL’S FingEr
  thE dEviL’S FingEr
  The Devil’s Finger rises above one end of the valley. On all sides of the valley, 
  dark mountains loom. Thunderstorms are common in the afternoon, and occasional 
  strong winds have made the valley floor nearly barren. These strong winds impose 
  a –2 to-hit penalty to ranged attacks and hamper those who attempt to fly (flying 
  speed reduced by 25%). 
  wArning cuBES
  wArning cuBES
  A warning cube is a six-inch silver cube with intricate runes covering its surface. 
  The cube constantly detects a specific effect out to a 30-foot radius. Things that can 
  be detected include animals or plants, evil, good, magic, poison, scrying, secret 
  doors, and snares and pits. Once an effect is detected, a magic mouth activates on 
  the cube and shouts a specific phrase designated by the creator. 
  The warning cubes used by Sleeara are keyed to detect magic. Anyone carrying 
  magical items and passing within 30 feet of a cube activates the magic mouth. The 
  magic mouth begins to yell “ALERT!” repeatedly. A guard has a 3-in-6 chance to 
  hear an activated cube. 
  The Devil’s Finger resembles the bones of a humongous, three-jointed finger. 
  It is more than 750 feet tall and made of granite. Two flat elevations are at the top 
  of the Finger. The lower elevation has a number of rudimentary structures that are 
  carved directly from the stone. These structures include the Fest Haus (Encounter 
  I-D) and the Wheel House (Encounter I-E). 
  The Wheel House is a recent addition commissioned by Lord Raob. He placed an 
  enormous cauldron at the end of a very thick rope connected to an immense wheel. 
  The cauldron is large enough to accommodate five creatures. Lord Raob uses the 
  Wheel House as an elevator to supply and move troops. Here and the landing area 
  (Encounter I-F) see almost constant activity, making them two of the most heavily-
  guarded areas. 
  The higher elevation is the Citadel itself. Like buildings on the lower elevation, 
  the Citadel is carved out of the Finger. A large barbican allows entry from the lower 
  elevation to the higher elevation. In addition, within the barbican is the first magic 
  portal — through which the characters must enter (Encounter I-G) in order to gain 
  access to the Citadel’s interior. 
  Visible in the center of the Citadel is the upper two-thirds of the massive obsidian 
  cube that houses the demon’s amulet. This cube is referred to as the vault. The 
  Citadel flows around the vault, although the walls and towers that encircle the vault 
  are devastated. The disrepair and collapsed walls and towers have in turn toppled 
  the Citadel’s two main levels, leaving rubble blocking nearly all of the passages. 
  The dig (Encounter I-C) is slowly working through solid granite in an effort to 
  reach the key. Until a week ago, Lord Raob made little progress. Now, Sleeara is 
  personally overseeing the operation. Due to her motivational skills, the men have 
  dug down nearly 100 feet. They have yet to discover any artifacts or remains from 
  the “interior.” Sleeara is starting to suspect the truth of the Citadel, that it is merely 
  a façade. 
  Archers from Lord Raob’s army watch the valley floor. During the day, the 
  archers have a 1-in-6 chance to notice the characters far below, even if the characters 
  approach in the open. At night, seeing anything that is not lit is nearly impossible for 
  the archers. If the characters use a light source, the archers have a 4-in-6 chance to 
  notice the approaching characters.
  Chapter One:  
  Chapter One:  
  Assault 
  Assault 
  Devil’s Finger
  Devil’s Finger
  on 
  on 
  the
  the
  
  chAptEr onE: ASSAuLt on thE dEviL'S FingEr 
  chAptEr onE: ASSAuLt on thE dEviL'S FingEr |11
  |11
  Tactics: If a “credible enemy” is spotted, a large bell rings out at the 
  Fest Haus. This bell was taken from a church as plunder and put 
  to use as a warning device. A credible enemy is one that presents 
  a potential threat to the dig, Sleeara, or Raob. If the general alarm 
  is sounded, the army springs into action. After 1d4+2 minutes, the 
  guards at the dig arrive at the Fest Haus. The guards who were 
  asleep pick up their weapons and are ready to engage after 1d6+2 
  minutes. After 10 minutes, the dig guards are ready for battle. The 
  guards at the Wheel House remain in position to defend the cauldron 
  elevator. 
  The guards’ tactics are simple: charge and kill. The sergeants lead 
  sorties against the enemy, striking at the largest target first. If 
  casualties drop their numbers to 50%, the guards flee to regroup. 
  Sleeara and Raob’s tactics are listed separately in Encounters I-C 
  and I-D. 
  EncountEr i-c: SLEEArA And thE dig (ArEA 
  EncountEr i-c: SLEEArA And thE dig (ArEA 
  A-1)
  A-1)
  The dig is near the barbican’s west tower. Digging down into the tough granite, 
  Raob and his men are slowly inching their way toward where they presume the 
  key lies. The men work in a long line, passing rocks to one another and eventually 
  depositing them on a large mound that is growing outside of the barbican.
  Sleeara and 3 guards oversee this operation. The guards are callous, brutal, and 
  quick to whip their fellows at any opportunity. One day, a guard may be whipped, 
  and the next he is the one holding the whip. 
  Sleeara stalks around the dig, making sure the men are properly motivated. She 
  has executed a few men for failure to meet her harsh expectations. Some of these 
  men were staked out for the gargoyles, and one was thrown over the ledge. Sleeara’s 
  motivation is to press the men to complete the task before the end of the fortnight 
  when the blood moon rises.
  Sleeara, Female Human Necromancer (MU10): HP 34; AC 8[11] 
  or 2[17] (missile) and 4[15] (melee) from shield spell; Atk staff of 
  power (2d6) or +1 dagger (1d4+1); Move 12; Save 6 (+1, ring); AL C; 
  CL/XP 11/1700; Special: +2 save vs. spells, wands and staffs, spells 
  (4/4/3/2/2).
  Spells: 1st—charm person (x2), magic missile, shield; 2nd—detect good, 
  ESP, invisibility, phantasmal force; 3rd—hold person, lightning bolt, 
  suggestion; 4th—polymorph other, wall of ice; 5th—animate dead 
  (x2). 
  Equipment: robe of wizardry, staff of power, +1 dagger, ring of 
  protection +1, pockets full of spell components.
  Note: Sleeara hides her spellbook in her room in the Fest Haus.
  Guards, Male or Female Humans (3): HD 4; HP 27, 23, 21; AC 
  5[14]; Atk polearm (1d8+1) or longbow x2 (1d6); Move 12; Save 
  13; AL N; CL/XP 4/120; Special: none. (Monstrosities 256) (see 
  Encounter I-B)
   
  Equipment: black enameled chainmail, white cape, polearm, 
  longbow, 30 arrows, 1d4 gems (1d10x10 gp) 
  Sleeara is an overambitious brat. She believes she is vastly more powerful 
  than she really is and goes to great lengths to prove her “superiority.” Early in 
  her short career, she fell in with Lord Raob, who at the time went under the name 
  Raob Darkly. Although she no longer fancies him as much as she once did, he 
  is still deeply infatuated with her. Sleeara, of course, has used his feelings to her 
  advantage. She disposed of all competitors, such as a priestess of Demogorgon, and 
  has solidified her position by discovering the history of the demon’s amulet through 
  her necromantic studies. Sleeara is likely to inquire about the characters’ portal 
  rune tattoo if they are captured. If possible, she tries to copy and use it. Sleeara goes 
  to any length to impress someone, because doing so impresses herself. 
  EncountEr i-d: rAoB And thE FESt hAuS (ArEA 
  EncountEr i-d: rAoB And thE FESt hAuS (ArEA 
  A-2)
  A-2)
  The aboveground Fest Haus is a long and narrow structure that the dwarves once 
  used presumably to host celebrations outside of the Citadel. It is made entirely of 
  stone and has a simple opening as its entrance. Above the entrance, in an ancient 
  dialect of Dwarven, an inscription reads “Festival House.” The roof on the Fest 
  Haus is of poor construction and tends to leak during rain. The interior of the 
  structure is bare, except for the items Raob has moved into it. 
  Raob uses the Fest Haus as his base of operations. In fact, he pitched an elaborate 
  red pavilion in the structure’s center. Raob and Sleeara sleep in this pavilion (apart, 
  much to Raob’s chagrin). Raob’s personal guards (the sergeants; see Encounter 
  I-B) also sleep in the Fest Haus, but outside of the pavilion. 
  EncountEr i-A: gArgoyLES
  EncountEr i-A: gArgoyLES
  Native gargoyles have taken up residence two-thirds of the way up the Devil’s 
  Finger. Their nest, little more than a small ledge in the granite, is located on the east 
  side. This lair is more a repository of shiny objects and bits of wood than an actual 
  nest, since the gargoyles sleep hanging on the Finger’s surface during the day. More 
  active at night, the gargoyles care little if the characters arrive on top of the Finger. 
  However, while climbing the face of the formation, the characters are fair game to 
  the gargoyles. The creatures’ primitive minds believe that a new but dangerous food 
  source has arrived. 
  The gargoyles lazily circle the Finger at dusk and dawn, creating an ominous 
  image. During the day, they sleep with their wings folded over themselves, as still 
  and silent as stone. Sleeping gargoyles are difficult to see. A climbing character may 
  accidentally touch one of the gargoyles during the ascent of the upper portion of the 
  citadel. If a character attempts to climb to the Citadel, he or she has a 20% chance 
  of touching one of the creatures. 
  At night, the gargoyles fly, taking the occasional guard from above as a meal. 
  The gargoyles like to linger near the perimeter torchlight and pull prey into the 
  darkness between torches. Sleeara feeds the gargoyles occasionally by staking a 
  member of Raob’s army who “disappoints” her into the ground near the perimeter 
  of the Citadel. The gargoyles are used to the strong winds by the Devil’s Finger and 
  are not affected by them. 
  Gargoyles (10): HD 4; HP 32, 30x3, 29, 27, 26x2, 23, 20; AC 5[14]; 
  Atk 2 claws (1d3), bite (1d4), horn (1d6); Move 9 (fly 15); Save 13; 
  AL C; CL/XP 6/400; Special: +1 or better magic weapon to hit. 
  (Monstrosities 185)
  Tactics: A single gargoyle that spots or is otherwise made aware of 
  the party’s presence gathers two other gargoyles before attacking. 
  Thereafter, all three attempt to knock the “shiniest” party member 
  (wearing gleaming armor, has a large gem, and so forth) to the 
  ground below. The gargoyles are cowards at heart and do their 
  best not to engage the characters directly. If the gargoyle nest is 
  threatened, then the entire wing attacks the characters until a 
  bargain is made (for more shiny objects) or one group or the other is 
  dead. 
  The archer guards above have a 4-in-6 chance to notice the characters 
  if a battle ensues with the gargoyles. If spotted, the guards inform 
  Sleeara, who engages the characters (as described in Encounter 
  I-C). 
  Treasure: Stuffed into a large crack on a small three-foot ledge is the 
  gargoyles’ treasure. Numerous skulls, pieces of bone, and odd bits 
  of metal are crammed into this crack. Far back in the space is a +3 
  bastard sword that requires five minutes of sorting and throwing 
  items over the edge to acquire. Such actions, however, almost 
  certainly grab the attention of the guards. 
  Atop thE dEviL’S FingEr
  Atop thE dEviL’S FingEr
  EncountEr i-B: guArdS
  EncountEr i-B: guArdS
  Lord Raob’s army is 98 members strong on and around the Devil’s Finger. These 
  men are both guards and manual laborers being used to dig down to the key. The 
  guards work in three shifts: they dig for eight hours, rest for the next eight, then 
  assume sentry duty for the final eight hours. These shifts rotate so that a crew is 
  always digging, resting, and guarding. There are 30 men per crew. 
  At any one time, 30 men are working at the dig (Area A-3), 30 sleeping in tents 
  outside of the Fest Haus (Area A-4), and 30 on guard. Of the men on guard, 15 
  patrol the perimeter in teams of two or three, 12 occupy the Wheel House (Area 
  A-5), and the remaining three guards assist Sleeara in her motivational efforts at 
  the dig (Area A-3). 
  The remaining eight guards are sergeants who command the men and serve as 
  Raob’s personal guards. 
  Guards, Male or Female Humans (90): HD 4; AC 5[14]; Atk 
  polearm (1d8+1) or longbow x2 (1d6); Move 12; Save 13; AL N; CL/
  XP 4/120; Special: none. (Monstrosities 256)
   
  Equipment: black enameled chainmail, white cape, polearm, 
  longbow, 30 arrows, 1d4 gems (1d10x10 gp)
  Sergeants, Male or Female Humans (Ftr6) (8): HD 6; HP 47, 45, 
  43, 41x2, 39, 37, 34; AC 5[14]; Atk bastard sword (1d8) or longbow 
  x2 (1d6); Move 12; Save 9; AL C; CL/XP 6/400; Special: multiple 
  attacks (5) vs. creatures with 1 or fewer HD.
  Equipment: black chainmail, red cape, bastard sword, longbow, 30 
  arrows, 1d4 gems (1d10x10 gp).
  
  12|chAoS riSing
  12|chAoS riSing
  The pavilion itself has three “rooms.” Two are the sleeping chambers, and one 
  is a common area where Raob eats, dresses, and contemplates how he will rule the 
  world once he obtains the demon’s amulet. A large map of the known world is on the 
  floor, with many of the country’s names changed to “Skullcracker,” “Raobland,” or 
  “Sleeara Hold.” The map has a base value of 1,000 gp. There are also silk pillows, 
  an incense burner, and a small mirror; together, these furnishings are worth 300 gp. 
  In Raob’s sleeping chamber is an armor stand, a king-sized bed (which the 
  guards still grumble about hauling up the Devil’s Finger), and a stuffed bear missing 
  a button eye hidden under the bed. The chamber also contains a chest, which is 
  trapped with a poisoned arrow (save or die). Inside the chest are 10 platinum bars 
  worth 1,000 gp each, a large ruby worth 250 gp, and an ancient cloth map showing 
  the location of the Devil’s Finger in the nearby mountain range. 
  In Sleeara’s sleeping chamber are black silk blankets and a pillow. Underneath 
  this bedroll is her spellbook. The spellbook contains all of the spells Sleeara 
  currently has memorized; you can include additional spells as you see fit. The 
  bedroll was a gift from Raob. A warning cube also rests on a small locked crate. 
  The crate has been secured with a lightning trap, though nothing is inside the crate 
  because Sleeara always carries her possessions with her. If activated, the lightning 
  blast destroys the crate. The blast unleashes a 50-foot-long bolt that does 3d6 points 
  of damage to anyone in its path unless they make a saving throw for half damage.
  Lord Raob Blackenheart, Male Human Warrior (Ftr12): HP 70; AC 1[18]; 
  Atk +2 heavy flail (1d8+8); Move 12; Save 4; AL C; CL/XP 12/2000; Special: 
  multiple attacks (12) vs. creatures with 1 or fewer HD.
  Equipment: +2 plate mail, helm, +2 heavy flail, gauntlets of ogre power.
  Fully armed, Raob is an imposing sight. He wears black enameled full plate 
  armor with a large helm bearing metal eagle’s wings. A large open hand with an eye 
  in the palm — Raob’s symbol — is painted in gold on his breastplate. He usually 
  has his helm open so he can bark orders at his men, showing his yellow teeth and 
  grizzly beard. 
  Raob Blackenheart, a self-proclaimed lord with no ties to nobility, has the 
  mewling personality of a four-year-old. Although clearly an adult, his basic 
  motivations are similar to a young child’s; he is moody, he loves to satisfy himself 
  and his needs, and he hates anyone who stands in the way. He has a deep infatuation 
  with Sleeara. This is the reason why he allows her to command him. Yet Raob may 
  grow tired of her one day and eliminate her, as he has eliminated other concubines. 
  Finally, Raob is a force of destruction. He is very large (standing 6 feet 5 inches 
  tall and weighing over 250 pounds), with jet-black hair and a long black beard. His 
  eyes dart around the room when anyone talks to him, as if he is always wary of an 
  attack. He wields absolute control over his men due to the awe he strikes in them 
  with his prowess in battle. 
  Sergeants, Male or Female Humans (Ftr6) (8): HD 6; HP 47, 45, 
  43, 41x2, 39, 37, 34; AC 5[14]; Atk bastard sword (1d8) or longbow 
  x2 (1d6); Move 12; Save 9; AL C; CL/XP 6/400; Special: multiple 
  attacks (5) vs. creatures with 1 or fewer HD. (see Encounter I-B)
  Equipment: black chainmail, red cape, bastard sword, longbow, 30 
  arrows, 1d4 gems (1d10x10 gp).
  Although he is fearful of magic and hates wizards (excluding Sleeara), Raob 
  usually charges into the thick of any combat and calls out challenges to the largest 
  of the enemy. While a few large battles have gone differently, Raob personally has 
  never lost a challenge. With the cliff nearby, Raob may try to push someone over 
  it to eliminate him or her. No tactic is beneath him. Raob commands his men as 
  described in Encounter II-B.
  EncountEr i-E: thE whEEL houSE And LAnding 
  EncountEr i-E: thE whEEL houSE And LAnding 
  ArEA (ArEA A-3)
  ArEA (ArEA A-3)
  As previously mentioned, the Wheel House is a new building on the lower 
  elevation on top of the Devil’s Finger. It is a shanty-like wood structure crafted of 
  odd pieces of brushwood hastily gathered far below. 
  The Wheel House hangs slightly over the cliff’s edge. Inside the structure is a 
  large and well-crafted wheel that functions as a spool for a very thick rope. The 
  rope is connected by way of a pulley to a gigantic iron cauldron. Together, the entire 
  system acts like an elevator. 
  At all times, three guards are far below watching the landing area; at night, they 
  use torches to provide light for this operation. Above, the remaining eight guards 
  work in shifts to turn the wheel, moving it around in a great circle. Operating the 
  wheel requires at least two characters to make a successful Open Doors check; it 
  usually takes three to four guards to turn the wheel. The remaining guards watch 
  outside, always alert and present when the cauldron reaches the top. The cauldron 
  weighs 200 pounds. If for any reason the cauldron is let loose and falls on top 
  of someone, it deals 2d6 points of damage for every 10 feet it plummets, to a 
  maximum of 20d6.
  Guards, Male or Female Humans (11): HD 4; HP 31, 30, 29x3, 28, 
  27x4, 25; AC 5[14]; Atk polearm (1d8+1) or longbow x2 (1d6); Move 
  12; Save 13; AL N; CL/XP 4/120; Special: none. (Monstrosities 
  256) (see Encounter I-B)
   
  Equipment: black enameled chainmail, white cape, polearm, 
  longbow, 30 arrows, 1d4 gems (1d10x10 gp)
  nEw SpELL: portAL runE
  nEw SpELL: portAL runE
  Spell Level: Cleric, 5th Level
  Range: Touch
  Duration: Instantaneous
  A portal rune tattoos a portal key directly onto the recipient’s 
  flesh. This portal key is permanent and can be destroyed only with 
  a limited wish or wish or similar spell or by destroying the flesh 
  where the rune is inscribed. A portal rune is usually tattooed on 
  the back of the neck in order to prevent someone from hacking 
  off a limb and attempting to use the rune. Granted, chopping off 
  someone’s head might accomplish the same task with a precision 
  cut. An unwilling target can resist the portal rune spell with a 
  successful saving throw. 
  In Chaos Rising, the portal rune to the Citadel is the dwarven 
  rune for the fire that fuels Dwurfater’s forge. This rune is 
  recognized by most of the dwarves encountered in Chaos Rising 
  as a holy symbol of good. 
  The use of a portal rune in the appropriate portal to which it is 
  keyed is instantaneous and individual. Any other being carried 
  by the recipient of a portal rune does not transport. Due to the 
  ritual used, the portal rune is permanent and does not disappear 
  by use of the portal. A portal rune is keyed only to one portal. Also, 
  a portal rune functions within an anti-magic field because it is 
  merely a trigger for magic beyond the field — namely, the portal 
  itself, which draws magic from planar effects beyond the scope of 
  the field. 
  In Chaos Rising, the portal rune allows the characters to 
  access only the Citadel’s interior (i.e., through the upper portal). 
  They must convince King Galm (in Chapter III) to grant them 
  the necessary portal rune to access the catacombs. 
  EncountEr i-F: outEr BArBicAn  
  EncountEr i-F: outEr BArBicAn  
  (ArEA A-4)
  (ArEA A-4)
  Like most of the Citadel, the outer barbican is nearly completely dilapidated. 
  The great stone ceiling and towers are collapsed and crumbling. The Citadel is 
  distinguished from the Devil’s Finger because it has a brushed and smooth structure. 
  Yet the Citadel has no visible entrance, except in the courtyard around the vault and 
  the barbican. 
  The entrance to the Citadel through the barbican was formerly a 30-foot-
  wide entryway. This way has since been blocked by rubble. The dig nearby is 
  concentrating on the west tower (Area A-1). The north tower is accessible from 
  a collapsed wall on the north side. This collapsed wall has created a hole through 
  which the characters could climb and enter the barbican. 
  Once inside, the characters enter a passageway in the north tower. The upper 
  floors are destroyed. A number of rooms are in the north tower, but they are empty, 
  with only bits of wood and dust (this area was once a barracks). In a corner room is 
  a hole in the floor that has larger stones around its perimeter. This is not a privy, but 
  rather access to a lower storage area. Through this storage area is the archway that 
  gives the characters access to the Citadel (Encounter I-J). No guards patrol here. 
  EncountEr i-g: thE vAuLt  
  EncountEr i-g: thE vAuLt  
  (ArEA A-5)
  (ArEA A-5)
  The vault is a very large cube of obsidian, each side flawless and mirror-like 
  black stone. Around the edges is a crater that was smoothed by the Citadel’s 
  architects. Only 50 feet of the cube is visible from the surface, but it extends another 
  16 feet into the granite. Only the key provides access into the vault, as described 
  in Chapter VI.
  Around the vault is a low, five-foot-high wall that forms a pentagram. The wall 
  is made of individual stones and has crumbled and fallen in places. Each individual 
  stone has the same dwarven rune on it; the rune reads “evil” and is non-magical. 
  There is no way into the Citadel itself, since it is a façade. The outer Citadel was 
  dug out of the granite below. Theoretically, a party could blast its way down 40 to 
  50 feet, as Raob did; however, this strategy is mere folly and a waste of valuable 
  time. The vault radiates strong evil and overwhelming magic. 
  
  chAptEr onE: ASSAuLt on thE dEviL'S FingEr 
  chAptEr onE: ASSAuLt on thE dEviL'S FingEr |13
  |13
  mAp A: ovErviEw (uppEr citAdEL)
  mAp A: ovErviEw (uppEr citAdEL)
  
  14|chAoS riSing
  14|chAoS riSing
  EncountEr i-h: thE uppEr citAdEL  
  EncountEr i-h: thE uppEr citAdEL  
  (ArEA A-6)
  (ArEA A-6)
  The old remnants of the Citadel’s towers and walls barely stand. The wall was 
  made of individual bricks of granite that fit together without mortar. This is an 
  example of the unique and marvelous structure that the dwarves created. When it 
  was first built, the wall formed a circle and was 50 feet high and five feet wide. Now, 
  large holes show in the wall where the bricks were toppled over. 
  The large, 70-foot-tall towers are also nearly all collapsed. Some are mere rings, 
  and at least one retains part of its crenulations (like the wall, it was made of granite 
  bricks). The party can explore the towers, but the only entrance to the Citadel below 
  is through the barbican (Encounter I-F). 
  EncountEr i-i: outEr BuiLdingS  
  EncountEr i-i: outEr BuiLdingS  
  (ArEA A-7)
  (ArEA A-7)
  Like the Fest Haus, these buildings were made of large slabs of granite stacked 
  together. Whatever occupied the interior has long since turned to dust or been 
  removed. The original purpose of these buildings is unknown. 
  The buildings are somewhat unstable. Combat or some other such activity has a 
  10% chance of toppling a structure. If this event occurs, a character must succeed at 
  a saving throw to avoid suffering 3d6 points of damage from falling rubble. 
  EncountEr i-J: Entry to chAoS
  EncountEr i-J: Entry to chAoS
  The corner room of the lower barbican leads to a great archway that is carved 
  with numerous ancient dwarven runes inlaid with brass. Rubble and rock lie five 
  feet beyond the archway. Near the archway, the ribcage of a dwarf is propped up 
  against the wall, the rusted blade of a dagger lying within it. A few rats make their 
  home in a corner rubble pile. 
  The characters can activate the portal merely by walking through it if they wear 
  the portal rune. Anyone else present described in Chapter I — other than Sleeara 
  — would be too perplexed or frightened to attempt to follow the characters. If 
  anyone does and fails to possess a portal rune, he or she is transported through 
  time and considered lost (the exact location is up to you, although a time when the 
  characters’ home planet has long since been destroyed — and thus the unfortunate 
  is transported to a vacuum — or when the entire planet is covered in primal molten 
  rock are good choices).
  If Sleeara is secretly observing the characters, she may immediately realize the 
  truth of the archway and the necessary rune. If she saw such a rune on a character’s 
  neck, she is likely to follow them (as described in Chapter II) once she inscribes 
  and tattoos the rune on herself. 
  When the characters move through the archway, they are instantly transported to 
  the “Siege of Orcus” in Chapter III. The rubble is gone, the area is changed, and 
  the silence is soon broken by the sounds of dwarven battle cries resonating through 
  the halls. 
  If the characters look through the archway back toward the direction from which 
  they entered, they see blackness. In other words, when standing in the archway 
  during the “Siege of Orcus,” the characters do not see the broken stone and 
  collapsed barbican from which they entered. Instead, they see inky blackness and 
  apparent nothingness. 
  
  chAptEr two: thE citAdEL 
  chAptEr two: thE citAdEL |15
  |15
  In both the “Siege of Orcus” and the return trip through “Necromantic Dreams,” 
  the characters cannot leave the demiplane without going through the upper or lower 
  portal. Any attempt to leave the upper or lower levels via teleportation or similar 
  means is stunted by the Citadel’s magical wards. The Citadel was designed with 
  magical protections imbued into the fabric of the structure or plane to stop any evil-
  aligned entity from entering it via a gate or other magical means (note, however, 
  that Orcus overcame these wards by using a specially-crafted magic item). Teleport 
  and similar spells within the levels are permissible. In other words, the characters 
  may teleport between rooms they are familiar with inside the Citadel. They cannot 
  teleport outside the Citadel. Furthermore, the Citadel’s demiplane is infused with 
  dwarven magical energy that repairs any attempt to break through the Citadel’s 
  walls. 
  Overcoming Giltz, the characters return to their home plane. Here, the final 
  chapter begins. The characters discover that while they entered the demiplanes 
  of the Citadel and the catacombs, time moved very shortly in the outside world 
  (perhaps one day for every four the characters experienced) — giving them time 
  to deal with Raob (if necessary) and use the key when the blood moon rises. With 
  preparation, you can easily play these chaotic events as described above. 
  compEting npcS (timE trAvELErS)
  compEting npcS (timE trAvELErS)
  Recommended, but not necessary, is the addition of an unexpected challenge. 
  The characters might assume that they will meet guardians and traps. They might 
  not foresee others seeking to take the key.
  These competing NPCs might enter the Citadel during the “Siege of Orcus” or 
  “Necromantic Dreams” and challenge the characters. This challenge could be to 
  beat the characters into the catacombs during the “Siege of Orcus”, or it could be to 
  take the key while the characters are in “Necromantic Dreams.” 
  Below are three groups of NPCs and a single NPC “operative”: the Brotherhood 
  of Ooze, the Cabal of the Beard, the Silvereyes, and the nefarious mercenary Imbo 
  the Undying. With the exception of the Cabal, any of these NPCs may be inserted 
  in either the “Siege of Orcus” or “Necromantic Dreams.”
  Use these groups with caution. To be certain, this adventure is not easy. Thus, 
  the NPCs should be inserted with a specific plan in mind, as each group employs 
  different tactics. 
  For simplicity’s sake, using only a couple of the NPC groups in either time 
  period might prove more effective. For example, use Imbo the Undying during 
  the “Siege of Orcus” and the Brotherhood of the Ooze along with the Cabal of the 
  Beard during “Necromantic Dreams.” Still, a fun challenge might be to arbitrate 
  two such groups at the same time against the characters. The characters might 
  find themselves allying with one against another. Switching allegiances or joining 
  together against a common foe such as Kinst, these NPCs provide unique challenges 
  for the party beyond the norm. 
  When introducing the NPCs, having the NPCs fight the denizens of whichever 
  era you place them in “behind the scenes” may be too difficult. Instead, simply 
  place the NPCs in a set locale and consider that they fought or made their way there 
  by eliminating other creatures not described. This way, the NPCs become a living 
  entity from the encounter point forward in harrying the characters and their quest. 
  Also, with the exception of the Brotherhood of Ooze, the NPCs are not illogical 
  or dim. They are some of the finest warriors, priests, and wizards who, just like the 
  characters, are after a prize of considerable value. They might leave the Citadel 
  and return later (such as leave in the “Siege of Orcus” and return in “Necromantic 
  Dreams”). Or they might leave and attempt to ambush the characters in the 
  characters’ real world. Also, these NPCs could ambush the characters after the 
  events of this adventure take place as the characters attempt to return the demon’s 
  amulet to their benefactor. Finally, these NPCs might even become a reoccurring 
  enemy in your campaign world long after Chaos Rising. 
  thE cABAL oF thE BEArd
  thE cABAL oF thE BEArd
  The Cabal of the Beard is a group of dwarven guardians established in the 
  Citadel hundreds of years after the “Siege of Orcus.” These guardians believe that 
  King Galm of old made a horrendous mistake in allowing the characters to enter 
  the catacombs. Over the years, the cabal grew strong and opposed the ruling king. 
  Successful in their coup, the cabal sends Bertram and company through time to take 
  the key from the characters. Interestingly, the rise of the cabal is directly responsible 
  for the success of Kinst later in time owing to the divisions it caused within Clan 
  Flammeaxte. 
  The Cabal of the Beard should be used only in “Necromantic Dreams.” The 
  cabal is perplexed that the Citadel is in ruins and is only discovering the truth that 
  the dwarves have all perished. This realization causes much sadness to the cabal, 
  which, although Lawful, is likely to blame the characters for the death of their 
  people. 
  The leader of the cabal is Bertram, who is arrogant and foolish. The rest of these 
  dwarves are not as foolish and do not likely risk their lives fighting a foe that they 
  recognize as having good intentions. Thus, a parley is possible, especially if a good-
  aligned dwarf leads or appears to lead the party. 
  All of the cabal have a portal rune to enter the upper hall. Instead of taking them 
  to the outer world, it returns them to their time era. 
  Chapter Two:  
  Chapter Two:  
  The Citadel
  The Citadel
  Chaos. Total chaos. This is the path the characters select. This is the path you 
  must arbitrate. What follows is bizarre, unusual, and — with preparation by you 
  — thoroughly fun. 
  This chapter first explains a general outline for the characters’ adventures in the 
  Citadel. Next is a description of and motivations for “competing” NPC parties. 
  Although whether to include these parties in Chaos Rising is up to you, doing so is 
  ultimately a wise idea. Finally, this chapter includes a description of the Citadel’s 
  two levels. Since the Citadel is mostly unchanged, the two times the characters move 
  through it, these descriptions are provided here. Further specifics are explained in 
  the pertinent chapters, Chapter III: Descent — The Siege of Orcus and Chapter 
  V: Ascent — Necromantic Dreams. 
  A JournEy through chAoS
  A JournEy through chAoS
  In Stage Two, the characters time travel. They leave the present and enter the 
  Citadel through the upper archway. In doing so, they enter an alternate demiplane 
  that occupies only two levels of the Citadel. The laws of physics on the demiplane 
  are the same as the characters’ home plane, and time advances at the same rate. In 
  other words, the dwarves on the demiplane age and die the same as dwarves on 
  the home plane. Practically nothing is different except that the barbican portal can 
  access only the demiplane. 
  Once through the archway, the characters are thrust into the middle of a battle. 
  Orcus has persuaded an evil dwarven priest, Kinst, to open a special gate into the 
  Citadel, bypassing all its defenses. The dwarven high priest, Usis, received a vision 
  two days before the attack. In this vision, Usis saw demons devouring dwarves 
  within the Citadel. Usis warned King Galm, the Clan Flammeaxte leader, and 
  together they prepared for the assault. 
  During the preparations, Usis fell into a coma due to Kinst poisoning him one day 
  before the characters’ arrival. No one suspects Kinst and believes that the poisoning 
  is the work of demons. Undeterred, King Galm prepares patrols and believes that 
  the demons might arrive through the upper portal. 
  As the characters enter the upper portal, they are met by a group of guardian 
  dwarves. The characters must do some quick explaining and possibly show the 
  portal rune they used to gain access to the Citadel. If the characters gain these 
  dwarves’ trust, they are escorted to King Galm, who then interrogates them. Galm 
  wants to know why they are in the Citadel and how they gained access; he should at 
  best be skeptical during this conversation. 
  Toward the end of the conversation, King Galm is alerted that demons are within 
  the Citadel and running amok. Galm immediately wants to join the battle. His 
  advisors restrain him, however, and warn that if he should fall and the demons 
  acquire his portal rune, the enemy will gain access to the catacombs. An advisor to 
  Galm — or perhaps Galm himself — suggests that the characters take care of the 
  threat as a sign of their good intentions. This suggestion triggers a whirlwind of 
  events that is more fully described in Chapter IV. 
  Assuming that the characters persuade King Galm to give them the portal rune to 
  the catacombs, which might be inscribed by the priests of Dwurfater from the rune 
  of the back of Galm’s neck, they enter the catacombs’ demiplane. Like the Citadel, 
  the catacombs are similar physically and temporally to the characters’ home plane. 
  Yet the catacombs the characters enter are at a different era than the “Siege of 
  Orcus”: they are in the present — or, the same time that the characters left behind 
  when they entered the Citadel. 
  Once in the catacombs, the characters must overcome guardians and traps to 
  retrieve the key. The key is unusual in many respects. One such property is that the 
  key suppresses magic as per an anti-magic shell. This property does not prevent the 
  characters from using the portal key to return from the catacombs and re-enter the 
  Citadel’s demiplane. The portal key, as explained in Chapter I, actually functions 
  in an anti-magic shell. Yet it does not return the characters to the time of Galm, 
  where they are likely heroes. Instead, the portal key takes them to “Necromantic 
  Dreams” (see Chapter V). 
  In “Necromantic Dreams,” the Citadel is completely abandoned. A priest (Giltz, 
  now a dark custodian) led his army into the Citadel in search of the key. While 
  his army was successful, Giltz died in a suicide effort by the last defenders. These 
  events occurred more than 100 years before the characters arrive the via the lower 
  portal. 
  The remnants of Giltz’s army, the undead, roam the Citadel. The entire complex 
  is dark and seems barely disturbed; thrones sit empty and benches gather dust. 
  Although the Citadel was attacked, the interior is oddly in the same condition 
  as when the characters left the “Siege of Orcus” … as if the dwarves suddenly 
  disappeared and were replaced with undead. The characters must make their way 
  through this nightmarish Citadel and return to their home plane through the upper 
  archway. Unfortunately for them, Giltz has other plans. 
  
  16|chAoS riSing
  16|chAoS riSing
  dwurFAtEr
  dwurFAtEr
  Alignment: Lawful 
  Areas of Influence: Earth, Good, Strength
  Typical Worshippers: Dwarves (good-aligned)
  Symbol: Hammer and anvil
  Favored Weapon: Warhammer
  Dwurfater is the father of all dwarves. He eternally works his 
  forge to create dwarves to populate the universe so that they can 
  glorify him with works of mithral and steel. 
  Kunuld, Female Dwarf Cabal of the Beard, Priestess of 
  Dwurfater (Clr8): HP 40; AC 2[17]; Atk +1 warhammer 
  (1d4+1); Move 9; Save 8; AL N; CL/XP 8/800; Special: +2 save 
  vs. paralyzation and poison, +4 save vs. magic, banish undead, 
  darkvision (60ft), spells (2/2/2/2/2).
   
  Spells: 1st—cure light wounds, protection from evil; 2nd—bless, find 
  traps; 3rd—prayer, remove curse; 4th—create water, cure serious 
  wounds; 5th—dispel evil, raise dead.  
  Equipment: plate mail armor, small shield, +1 warhammer, potion of 
  clairvoyance, potion of healing, scroll (cure serious wounds, neutralize 
  poison), scroll (commune, raise dead).
  Description: Kunuld is a devotee of Dwurfater. Like Bertram, she 
  wears gleaming plate armor. Beneath the armor, she has a pleasant, 
  plump face and a smiling disposition. Kunuld is a kind person but 
  does not flinch from a chance to smite evil. 
  Background: Kunuld was born into the priesthood of Dwurfater. She 
  has dedicated her life to his cause and is delighted that Bertram 
  selected her for this holy mission. 
  Motivation: Kunuld worries that Bertram’s fervor will be his undoing. 
  She is levelheaded and will be one of the first to attempt to parley 
  with the characters if possible. 
  Teera auth’Narak, Female Dwarf Cabal of the Beard (Thf7): HP 
  23; AC 5[14]; Atk +1 staff (1d6+1) or dagger (1d4) or light crossbow 
  (1d4+1); Move 9; Save 9 (+2, armor); AL L; CL/XP 7/600; Special: 
  +2 save bonus vs. traps and magical devices, +4 save vs. magic, 
  backstab (x3), darkvision (60ft), read languages, thieving skills.
  Thieving Skills: Climb 91%, Tasks/Traps 55%, Hear 5 in 6, Hide 45%, 
  Silent 55%, Locks 45%.
   
  Equipment: +2 leather armor, +1 staff, dagger, light crossbow, 21 
  bolts, ring of fire resistance. 
  Description: Teera is a thin dwarf with flowing, raven-colored hair. 
  She almost always has a smile on her face and loves the thrill of 
  adventure. Teera tends to annoy others because of her shrill voice 
  and laughter. She wears oversized (elf-sized) leather armor that she 
  keeps well-oiled. Also, she uses an unusual weapon for a dwarf: the 
  quarterstaff. 
  Background: Teera always longed to leave the Citadel and explore 
  the outside world. Yet her father prohibited such wanderlust. As a 
  youth, the elves — the dwarves’ ancient enemy — fascinated her. 
  Although she never met one, reading about their carefree lifestyle 
  and troublemaking suited her. Bertram was smitten with her and 
  still bears feelings for her. Teera has always thought of Bertram as 
  stuffy, but she is very loyal to him. 
  Motivation: Teera lives for adventure. She secretly fancies herself an elf 
  soul (a being with the soul of the elf, but who is actually something 
  else). She sticks with Bertram as long as the arrangement suits her; 
  however, if a situation gets very dangerous or deadly, she may sneak 
  off. 
  Auran, Male Dwarf Cabal of the Beard (Ftr9): HP 66; AC 2[17]; 
  Atk +1 scythe (1d8+1) or light crossbow (1d4+1 [+2 with +1 bolt]); 
  Move 9; Save 5 (+1, cloak); AL N; CL/XP 9/1100; Special: +4 save 
  vs. magic, darkvision (60ft), multiple attacks (9) vs. creatures with 1 
  or fewer HD.
  Equipment: chainmail, raggedy cloak, +1 large steel shield, +1 scythe, 
  light crossbow, 30 bolts, 15 +1 bolts, cloak of protection +1.
  Description: Auran is an incredibly hairy dwarf. With the exception of 
  his cheekbones, nose, and eyes, Auran has brown hair covering his 
  entire face. He rarely speaks, but when he does, he usually barks out 
  insults and threats. He wears a raggedy old cloak over armor that 
  squeaks a bit too much. He is very fond of his scythe (“Cutting the 
  chaff of life” is a favorite expression) and his shield emblazoned with 
  Dwurfater’s symbol (a hammer and anvil). 
  Background: Auran is an old friend of Bertram’s, but he does not trust 
  the other dwarf’s leadership. He was regimented to learn to be a 
  guard while his noble-born friend Bertram was privileged to learn 
  better fighting tactics. In addition to his station in the Citadel during 
  the time from which they came, Auran feels everyone picks on him 
  as he had a very difficult childhood. 
  Encountering the cabal is an excellent opportunity for the characters to gain 
  allies to help them defeat some of the more difficult foes in “Necromantic Dreams.” 
  These dwarves are skeptical and have large chips on their shoulders (for dwarves); 
  they are likely to attack, retreat, and assess the situation. An initial encounter will 
  not likely lead to death, as far as the cabal is concerned. What the characters do is 
  another story. 
  If the party does not include a dwarf, the characters may have difficulty 
  explaining why they are carrying a 500-pound platinum anvil. The cabal, like 
  almost all dwarves of the Citadel at any time, has never seen the key and is unlikely 
  to recognize it as such. If the characters tell the cabal that the anvil is the key, 
  however, a battle to the death is very likely. 
  Even with a dwarf in the party, unless the words “holy quest” or some similar 
  dire reason is quickly explained, the cabal may become hostile. A good way for the 
  characters to gain the cabal’s assistance is to implore their help and ask for guidance 
  through the Citadel. The cabal may view this as a redeeming opportunity and be 
  happy to oblige. 
  The cabal is immediately hostile if the characters are in the company of the 
  Brotherhood of Ooze. The cabal knows little of the brotherhood but can tell 
  immediately that they serve chaos and the Faceless Lord, the defeated foe of 
  Dwurfater. 
  The following description details the cabal. Its use is a matter of your discretion. 
  This entire room is full of rubble, trash, and splintered wood. 
  Where once the dwarves of the Citadel lived is now destruction 
  and decay.  
   
  Four dwarves stand among the junk. One wears a dwarven-
  sized suit of silvery plate armor that has an otherworldly glow 
  from the magical light his group is using. He has a tuft of red 
  whiskers below a full helm and a mask of a jolly dwarf face with 
  the wearer’s beard and lower chin uncovered. The dwarf holds a 
  large battleaxe. Next to him stands a shorter dwarf in the same 
  style of armor. Obviously a female, she presses her lips together 
  as if ready to blurt something out; she holds an oversized 
  warhammer with a gleaming silver head. Behind them, balanced 
  on a plank of wood sticking out of the junk pile, is a very thin 
  and raven-haired dwarf, smiling broadly. This dwarf begins to 
  snicker, slowly twirling a quarterstaff. 
   
  Finally, at the base of the junk pile is a filthy dwarf wearing 
  a tattered cloak over rust-spotted armor. He has a large scar 
  across his face that ends in a gap between his teeth. His bristly 
  red hair and beard are unkempt. He hefts a large scythe and 
  braces as if to swing it.  
   
  The first dwarf says to you, “The deceivers! Come, me 
  brudders, let us have our taste of sweet vengeance!”
  Lord Bertram auth’Tanak, Male Dwarf Cabal of the Beard, 
  Follower of Dwurfater (Ftr8): HP 58; AC 0[19]; Atk +2 battleaxe 
  (1d8+8) or sling (1d4 [+1 with +1 bullet]); Move 9; Save 5 (+2, ring); 
  AL N; CL/XP 8/800; Special: +4 save vs. magic, darkvision (60ft), 
  multiple attacks (8) vs. creatures with 1 or fewer HD.
  Equipment: plate mail, large steel shield, +2 battleaxe, sling, 30 
  +1 bullets, gauntlets of ogre power, ring of protection +2, potion 
  of animal control, potion of growth,  potion of heroism, potion of 
  invulnerability. 
  Description: Bertram appears as a squat suit of pristine armor with a 
  tuft of red whiskers billowing from his chin. He is never without his 
  family’s great heirloom: a battleaxe dating back to the time of the 
  Citadel’s founding. He is harsh and is incredibly bigoted against all 
  non-dwarves. 
  Background: Bertram is the direct descendant of a coward who hid 
  during the “Siege of Orcus.” This dwarf was so consumed by guilt 
  that he swore that one day a descendent of his would make up for 
  his cowardice. Bertram knows this story and is fanatical about 
  protecting the Citadel. 
  Motivation: Bertram had little interest in the cabal until he received 
  the vision from Dwurfater. As an elder of the cabal, he is a zealot 
  through and through. Bertram has trained his group hard and 
  accepts nothing less than total victory. 
  
  chAptEr two: thE citAdEL 
  chAptEr two: thE citAdEL |17
  |17
  “Quagmire, if I may say something,” asks a similarly robed 
  man. This member of the group has no hair at all, and his skin is 
  heavily wrinkled and covered in thick, viscous goo.  
   
  “No, you may not,” Quagmire says, taking a slow jab at the 
  smaller man with his staff. The other man jumps out of the way, 
  which causes the final member of their group trip over him.  
   
  Jumping to her feet, the thick and squat woman with short-
  cropped hair points in your general direction. Wearing a nearly 
  transparent pink robe that reveals, among other things, boils all 
  over her body, the woman seems otherwise unarmed. She shouts, 
  “Look!” 
   
  The entire group falls silent, staring at you with narrowing 
  eyes. 
  Quagmire, Male Human Brother of the Ooze, Priest of Jubilex 
  (Clr7): HP 49; AC 7[12]; Atk +2 flail (1d8+2); Move 12; Save 9; 
  AL C; CL/XP 9/1100; Special: +1 save vs. charm, confusion and 
  fear spells, +2 save vs. paralyzation and poison, banish undead and 
  oozes, litany of chaos (3/day, chant confuses enemies, save or stand 
  confused for 1d4 rounds), ooze armor (+2 AC bonus, excretes from 
  pores, similar to phlegm in color and consistency), purity of slime (1/
  day, summon ooze, 35% chance [5% chance per level]; roll 1d6: 1–2, 
  grey ooze; 3–4, crystal ooze; 5–6, black pudding), spells (2/2/2/1/1), 
  summon lesser ooze demon (1/week, 14% chance [2% chance per 
  level], serves for 1 hour).
   
  Spells: 1st—cure light wounds, green water*; 2nd—bless, find traps; 
  3rd—muck*, remove curse; 4th—cure serious wounds, mucus mask*; 
  5th—dispel evil, slime bucket*.     
  Equipment: robes, +2 morningstar, potion of healing, potion of extra 
  healing, staff of sludge*, 2d8 gems (1d4 x 100 gp).
  * see Appendix A: New Magic.
  Description: Quagmire is a tall and lanky man. He has an enormous 
  mole on the end of a crooked nose, and tufts of bristly brown hair 
  sprout sporadically around his egg-shaped head. Quagmire wears 
  the long thick brown robes of his order and leans on the twisted staff 
  of sludge (see sidebar). His appearance is not nearly as nasty as his 
  horrific personality — for he is sadistic and self-loathing. Quagmire 
  is the quintessential grumpy leader. 
  Background: Quagmire — even he doesn’t remember his original 
  name — was once a sculptor. For years he tried to create a perfect 
  sculpture of a paramour. Although his skills were strong, he was 
  never satisfied with his results. Eventually, he made a pact with 
  the Faceless Lord to give him the ability to accomplish this task. In 
  exchange for the ability, Quagmire devoted his soul to the demon. 
  The Faceless Lord turned the sculptor’s beloved into stone and 
  tricked Quagmire into believing that he had accomplished the task. 
  When Quagmire discovered his folly, he grew mad with rage and 
  lost his sanity. Now, many years later, his hatred of his master has 
  spurred Quagmire to devote himself faithfully to the Faceless Lord 
  in the hope that the Faceless Lord will destroy him and allow him 
  the death for which he yearns. Unfortunately, the Faceless Lord 
  finds the tormented life of Quagmire humorous and amusing. 
  Motivation: Quagmire is the leader of the brotherhood because he has 
  served the Faceless Lord the longest and can yell the loudest. He 
  believes that the Faceless Lord has sent the brotherhood on a suicide 
  mission to retrieve the key. He relishes the opportunity to meet his 
  end; however, he will not act foolishly. 
  Motivation: Auran is a very bitter dwarf with little patience for folly. 
  Like Bertram, he is secretly infatuated with Teera, which explains 
  how he can stand her “shenanigans.” Auran does not trust any of 
  the bigger people (humans, elves, orcs) he has read about, and due 
  to the stories he has read, he usually displays an open disdain for 
  the smaller people (halflings). Auran is likely to lead the group if 
  Bertram is killed. 
  Sample Tactics: If combat becomes necessary, the cabal springs into 
  action. Bertram drinks a potion of growth and immediately bellows 
  challenges at the enemy. He then engages them. Auran attempts 
  to move to the back of the enemies’ position and uses his massive 
  scythe on enemy casters, hopefully flanking the frontlines of the 
  enemy fighters. Teera fires her crossbow while protecting Kunuld. 
  Kunuld’s tactics change depending on the encounter, though her 
  primary role is to heal and support her comrades. 
  thE BrothErhood oF thE oozE
  thE BrothErhood oF thE oozE
  The Brotherhood of the Ooze is a bumbling and absentminded group dedicated to 
  the worship of absolute chaos. Sickly and vile, a Brother of the Ooze makes his way 
  through life seeding chaos wherever he roams. A Brother is the personification of 
  chaos. He tries to bring disorder to order, disharmony to harmony, and is thoroughly 
  evil. 
  Drawing both men and women, the Brotherhood of the Ooze has no sexism save 
  the name. The Brothers of the Ooze are mostly clerics and some magic-users. They 
  learn of the art of chaos, and this path leads them to the name of the Faceless Lord. 
  Brothers of the Ooze cling together. They are outcasts, the downtrodden, and 
  those with darkened hearts. Although a Brother might be found in any locale, the 
  group recruits in beggar quarters in large cities and in deep underground temples 
  where they perform horrific rites and delight in the perfection of chaos — the oozes. 
  Through the direction of their master, the Faceless Lord, they preach and 
  chant litanies on the virtues of sludge and muck. Slime is chaos perfected to the 
  Brotherhood: it is ever-flowing, ever-moving, and its effects are unpredictable. 
  One way you may use the brotherhood is to make them comical, as per the below 
  description. A group that is chanting about the glory of sludge while sliding about 
  on their own slime is humorous in its own way. The humor vanishes, however, when 
  these comical antics end in a deadly encounter. 
  The brotherhood made a pilgrimage to the Devil’s Finger to discover more about 
  their obscure religion. Since the Faceless Lord’s imprisonment within the vault, his 
  powers as a deity have greatly diminished. Although the Faceless Lord is faintly 
  aware of the brotherhood and how pathetic they are, he believes that they could also 
  be his salvation. In a vision, he sent the brotherhood the image of the portal rune. 
  After a week of debate, someone figured out what the portal rune meant and the 
  brotherhood entered the Citadel. 
  If the characters have the key, the brotherhood attempts to take it from them 
  and leave the Citadel. Such an outcome could effectively end the adventure, so the 
  encounter must be judged very carefully. 
  Down the hallway, you hear shouts and angry intonations. 
  Suddenly, a group of people turns the corner. They are engaged 
  in deep conversation and are pushing one another into the wall. 
  Above them floats a magical light.  
   
  “I still believe that the primordial order of all things begins 
  with ooze,” says one of the men. He is a gigantic blob of a person. 
  He wears a stained and greasy night shirt, has long gray hair 
  down the middle of his back, and gigantic bags droop under his 
  fleshy eyes.  
   
  “What are you talking about, Sludgebearer?” a woman 
  responds. “You just said order. What do you know about the 
  purity of the ooze if you used the word order in the same 
  breath?” She pushes the obese blob into a wall, making a loud 
  slap of flesh against stone. Her long dark hair has not seen a 
  comb in at least a decade, and her skin looks rotted. She wears 
  a simple purple tunic that is badly in need of repair. Without 
  warning, the woman begins to retch and looks as if she will be 
  sick.  
   
  “Shut up, Slimetalker,” speaks the group’s tallest member. 
  “You are obviously still addled — the truth of chaos is embodied 
  within the ever-changing perfection of slime.” The man wears a 
  heavy brown robe. He has a vulture-like neck and an enormous 
  mole at the end of the crooked nose. Leaning on a twisted 
  piece of black wood as he walks, the man seems to be sweating 
  profusely. 
  
  18|chAoS riSing
  18|chAoS riSing
  (polymorph self, gelatinous cube shape only), spellbook, 5d4 gems 
  (1d4 x 100 gp).  * see Appendix A: New Magic.
  Description: Slimetalker is short and fair, with long dark hair in knots 
  and tangles. She wears a simple purple tunic showing off her bruised 
  and torn skin. She always expresses an opinion, but follows whoever 
  is in charge of the brotherhood. 
  Background: Slimetalker is a former spy for the church of a Lawful 
  deity. She was charged with infiltrating the brotherhood and 
  determining the level of threat it posed. Unfortunately, her ruse was 
  discovered, and she was forced to drink a strange sludge concoction: 
  the liquor of vomit (see sidebar). The drink made her thoroughly evil, 
  and to this day she is prone to vomit at inopportune times as a result 
  of imbibing the potion. 
  Motivation: Slimetalker speaks in between belches. She willingly 
  serves the brotherhood as a mindless zealot. Only a wish can cure 
  her condition.
  thE FAcELESS Lord
  thE FAcELESS Lord
  Alignment: Chaotic evil.
  Areas of Influence: Chaos, Slimes.
  Typical Worshippers: Humans (insane; usually males). 
  Symbol: A splatter mark with a red eye in the center.
  Favored Weapon: Flail (The Pulper).
  The Faceless Lord is a demon prince sometimes worshipped as 
  a deity. He is chaos personified. Also thoroughly evil, he strives 
  to slow chaos and discord among the planes. He is most often 
  depicted as an enormous and amorphous blob that spews forth 
  foul and sickly slimes of many colors. 
  Muckcreeper, Male Human Brother of the Ooze (Thf7): HP 25; 
  AC 7[12]; Atk +1 electrical short sword (1d6+1 + 1d6 electricity) or 
  +1 dagger (1d4+1); Move 12; Save 9; AL C; CL/XP 9/1100; Special: 
  +1 save vs. charm, confusion and fear spells, +2 save bonus vs. traps 
  and magical devices, backstab (x3), litany of chaos (3/day, chant 
  confuses enemies, save or stand confused for 1d4 rounds), ooze armor 
  (+2 AC bonus, excretes from pores, similar to phlegm in color and 
  consistency), purity of slime (1/day, summon ooze, 35% chance [5% 
  chance per level]; roll 1d6: 1–2, grey ooze; 3–4, crystal ooze; 5–6, 
  black pudding), read languages, summon lesser ooze demon (1/week, 
  14% chance [2% chance per level], serves for 1 hour)thieving skills.
  Thieving Skills: Climb 91%, Tasks/Traps 45%, Hear 5 in 6, Hide 40%, 
  Silent 50%, Locks 40%.
   Equipment: robes, +1 electrical short sword, +2 
  dagger, potion of healing, potion of invisibility, 3 
  vials of giant wasp poison (save or paralyzed for 2d6 
  rounds), 5d4 gems (1d4 x 100 gp), 
  Description: Muckcreeper is short, and his face is heavily scarred from 
  acid. Like Quagmire, he wears the robes of the brotherhood. He has 
  no hair at all. His skin is heavily wrinkled from prolonged exposure 
  to the prismatic slime that seeps from his skin. Muckcreeper is 
  talkative but prefers talking to his sword above anyone else. 
  Background: Muckcreeper was a street urchin whom Quagmire took 
  as a slave. Muckcreeper grew to hate Quagmire. Still, he took his 
  licks and learned to appreciate the chaos that the brotherhood seeds 
  throughout the world. 
  Motivation: Muckcreeper believes that he is almost ready to lead. 
  Unlike Quagmire, he is fully devoted to the utter chaos that the 
  Faceless Lord represents. Thus, Muckcreeper is biding his time 
  before he takes over the brotherhood. He truly puts his heart into his 
  work and revels in the blood of his victims. Muckcreeper is the most 
  likely to run and escape from an encounter with the characters. 
  Liquor oF vomit
  Liquor oF vomit
  The liquor of vomit is a horrific brew. It has the consistency 
  of mucus, the color of pus, and the odor of the dirtiest troglodyte 
  in all of creation. Once imbibed, the brew curses the drinker, 
  although a successful saving throw negates the effects. The 
  alignment of the imbiber is radically altered to Chaotic. The 
  alteration is mental as well as moral, and the individual changed 
  by the liquor of vomit thoroughly enjoys his new outlook. Only a 
  wish may restore the former alignment. 
  Also, the drink causes the imbiber to permanently to lose 4 
  points of constitution as he or she wretches and vomits incessantly 
  for the rest of his days or until the curse is removed. 
  StAFF
  StAFF
  StAFF oF SLudgE
  StAFF oF SLudgE
  This unusual staff is a favorite among the twisted followers of 
  the Faceless Lord because of its ability to summon oozes. This 
  long, wooden staff is knotted and twisted, and it seeps and pumps 
  out a green ichor as if it were a living being. It can call forth an 
  ooze three times per day. Yet there is a chance every time the staff 
  is used that the wielder is reduced to a puddle of muck. The oozes 
  summoned are as follows (roll 1d12):
  1d12
  Summoned Ooze
  1–2
  green slime
  3–5
  grey ooze
  6–7
  ochre jelly
  8–10
  gelatinous cube
  11
  black pudding
  12
  The user must succeed at a saving throw or be 
  reduced to a puddle of green slime. All non-stone 
  possessions are immediately destroyed. 
  Sludgebearer, Male Human Brother of the Ooze (Mnk6): HP 19; 
  AC 2[17]; Atk 2 strikes (1d12) or wooden sword (1d6+3); Move 17; 
  Save 10; AL C; CL/XP 8/800; Special: +1 save vs. charm, confusion 
  and fear spells, +2 save vs. paralysis and poison, +3 weapon damage 
  bonus, alertness (1-in-6 chance of being surprised), deadly strike 
  (when attack roll is 5 higher than needed, 75% chance to be stunned 
  for 2d6 rounds, 25% chance to kill enemy), deflect missiles (saving 
  throw), heal self (1d6+1 hit points per day), litany of chaos (3/day, 
  chant confuses enemies, save or stand confused for 1d4 rounds), 
  multiple attacks, slow falling (fall 20ft with no damage if near wall), 
  ooze armor (+2 AC bonus, excretes from pores, similar to phlegm 
  in color and consistency), purity of slime (1/day, summon ooze, 30% 
  chance [5% chance per level]; roll 1d6: 1–2, grey ooze; 3–4, crystal 
  ooze; 5–6, black pudding), summon lesser ooze demon (1/week, 12% 
  chance [2% chance per level], serves for 1 hour), thieving skills, 
  speak with animals.
  Thieving Skills: Climb 90%, Tasks/Traps 40%, Hear 4 in 6, Hide 35%, 
  Silent 45%, Locks 35%.
   
  Equipment: simple robes, wooden sword, potion of healing.
  Description: Sludgebearer is a disgusting, obese blob of a person. Looks 
  are deceiving, though, as he can use the morass of slime about him 
  to move with amazing speed. Instead of the long brown robes of his 
  brothers, he wears a greasy nightshirt and cap. Sludgebearer also 
  has long, greasy gray hair and sunken eyes. He rarely speaks. 
  Background: Once a good-aligned monk, Sludgebearer now barely 
  remembers his name and the name of the deity to whom he was 
  devoted. Sludgebearer long ago committed a grave sin that turned 
  him from the light. Finding solace in food, he quickly became a 
  glutton. Quagmire found him in this state and recruited him for the 
  brotherhood. 
  Motivation: Sludgebearer cares not for his fellow brothers. He simply 
  desires to kill as a means of striking out at a world that turned its 
  back on him. Sludgebearer has a deep-seated hate for Quagmire due 
  to his years serving with him. 
  Slimetalker, Female Human Brother of the Ooze Magic-User 
  (MU9): HP 30; AC 7[12] or 2[17] (missile) and 4[15] (melee) from 
  shield spell; Atk +1 dagger (1d4+1); Move 12; Save 5 (+2, ring); AL 
  C; CL/XP 11/1700; Special: +1 save vs. charm, confusion and fear 
  spells, +2 save vs. spells, wands and staffs, litany of chaos (3/day, 
  chant confuses enemies, save or stand confused for 1d4 rounds), ooze 
  armor (+2 AC bonus, excretes from pores, similar to phlegm in color 
  and consistency), purity of slime (1/day, summon ooze, 45% chance 
  [5% chance per level]; roll 1d6: 1–2, grey ooze; 3–4, crystal ooze; 5–6, 
  black pudding), summon lesser ooze demon (1/week, 18% chance [2% 
  chance per level], serves for 1 hour), spells (4/3/3/2/1).
  Spells: 1st—charm person (x2), magic missile, shield; 2nd—detect good, 
  invisibility, ooze bolt*, phantasmal force; 3rd—hold person, lightning 
  bolt, slimeball*; 4th—mucus mask, polymorph other; 5th—animate 
  dead (x2). 
  Equipment: simple wool tunic, +1 dagger, jug of the liquor of vomit 
  (see sidebar), ring of protection +2, scroll (rot to the core*), scroll 
  
  chAptEr two: thE citAdEL 
  chAptEr two: thE citAdEL |19
  |19
  mAp B: uppEr hALLS
  mAp B: uppEr hALLS
  
  20|chAoS riSing
  20|chAoS riSing
  mAp c: LowEr hALLS
  mAp c: LowEr hALLS
  
  chAptEr two: thE citAdEL 
  chAptEr two: thE citAdEL |21
  |21
  Oozespouter, Female Human Brother of the Ooze (Mnk4): HP 
  13; AC 4[15]; Atk strike (1d8); Move 15; Save 12; AL N; CL/XP 
  6/400; Special: +1 save vs. charm, confusion and fear spells, +2 save 
  vs. paralysis and poison, +2 weapon damage bonus, alertness (1-in-6 
  chance of being surprised), deadly strike (when attack roll is 5 higher 
  than needed, 75% chance to be stunned for 2d6 rounds, 25% chance 
  to kill enemy), deflect missiles (saving throw), litany of chaos (3/day, 
  chant confuses enemies, save or stand confused for 1d4 rounds), ooze 
  armor (+2 AC bonus, excretes from pores, similar to phlegm in color 
  and consistency), purity of slime (1/day, summon ooze, 20% chance 
  [5% chance per level]; roll 1d6: 1–2, grey ooze; 3–4, crystal ooze; 
  5–6, black pudding), summon lesser ooze demon (1/week, 8% chance 
  [2% chance per level], serves for 1 hour), thieving skills, speak with 
  animals.
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, Hide 25%, 
  Silent 35%, Locks 25%.
   
  Equipment: simple robes, potion of levitate, 1d8 gems (1d4 x 100 
  gp).
  Description: Oozespouter is a thick and squat woman. She has 
  extremely short-cropped brown hair, and boils are everywhere on 
  her skin. She wears a bright pink robe that is torn. She is prone to 
  breaking down and bawling during combat. 
  Background: Oozespouter was stolen from an orphanage by Quagmire 
  when she was a very young girl. Living the life of a virtual slave, 
  she idolized Quagmire and emulated every aspect of him. She is also 
  completely infatuated with Sludgebearer, who has been reluctantly 
  showing her the ways of the monk. 
  Motivation: Oozespouter deeply desires to be accepted. She always tried 
  to find this acceptance from Quagmire; later, she tried to find what 
  she desires from Sludgebearer. Although Sludgebearer has taught 
  her some of his skills, Oozespouter still yearns for guidance. Of the 
  brotherhood, she is the most likely to help the characters. 
  Oozespouter surrenders to the characters if battle is hopeless for the 
  brotherhood. She bows down and begs for mercy immediately. This 
  act enrages the other members of the brotherhood and they attack 
  her. 
  Once in a situation where Oozespouter is on speaking terms with 
  the characters (as opposed to at the business end of a weapon), 
  she attempts to escape at the earliest possible opportunity. If the 
  characters make a bargain with her, however, she keeps the bargain. 
  Oozespouter prizes her life and is highly motivated by evenhanded 
  promises to spare her life in exchange for cooperation. Dark threats 
  only encourage her to run during the next battle in which the 
  characters participate. 
  Tactics: The characters likely catch the brotherhood offguard. The 
  brotherhood is immediately hostile to the characters if they are in 
  the company of the Cabal of the Beard since the brotherhood hates 
  all dwarves for imprisoning their lord. If possible, the brotherhood 
  attempts to learn what the characters are doing before attacking. 
  The brotherhood has no idea what the key is, but makes many 
  inquiries about it. If the brotherhood somehow learns that the key 
  opens the vault, they make a grab for it and attempt a mad dash for 
  the exit. 
  thE SiLvEr EyES
  thE SiLvEr EyES
  The Silver Eyes were originally a group of drow who came to the surface seeking 
  their lot among the “weaker species.” Running afoul of their patron demoness, they 
  left the Under Realms in the service of a new patron — a duke of the hells. At 
  this devil’s behest, the Silver Eyes recently “replaced” one of their members with 
  another Under Realms’ outcast: an encephalon gorger. Although the devil rarely 
  calls upon their service, he has sent many visions to them ordering the retrieval of 
  the Faceless Lord’s amulet. 
  The Silver Eyes are a methodical and calculating bunch of rogues. They do not 
  attack unless confident that their plan will work. In other words, the Silver Eyes 
  constantly monitor the situation with clairvoyance and other means of scrying 
  before attacking. 
  The bone devil spy (see Chapter III) is an advanced scout for the Silver Eyes. 
  His report (or lack thereof) spurs the group into action. This group could be placed 
  in either the “Siege of Orcus” or “Necromantic Dreams.”
  Mandan Silvereyes, Female Drow (Ftr 4/Thf4): HP 25; AC 4[15]; 
  Atk +1 warhammer (1d4+2) or javelin of lightning (1d6) or javelin 
  (1d6); Move 12; Save 8/9 (includes +2 save bonus and +1, ring); 
  AL C; CL/XP 10/1400; Special: +2 on all saving throws, +2 save 
  bonus vs. traps and magical devices, backstab (x2), darkvision (60ft), 
  magic resistance (50%), multiple attacks (4) vs. creatures with 1 or 
  fewer HD, read languages, spell-like abilities, surprise enemies (75% 
  chance), thieving skills, vulnerability (–2 to-hit penalty in sunlight).
   
  Spell-like abilities: at will—darkness 15ft radius, create lights 
  (60ft range), outline targets with faint light (+1 to hit).
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, Hide 40%, 
  Silent 45%, Locks 25%.
   
  Equipment: +2 leather armor, cloak, boots, +1 warhammer, 3 
  javelins of lightning (see sidebar), 4 javelins, bag of holding, ring of 
  protection +1, potion of extra healing, potion of invisibility, bag with 
  285 gp, 3d4 gems of various value.
  Description: Mandan Silvereyes is a gorgeous drow elf with flowing 
  white hair and flashing silver eyes. She is as deadly as she is 
  beautiful, however. She wears banded mail covered in carvings of 
  drow figures performing unspeakable acts. Mandan carries a large, 
  crude hammer, a boon from a battle with deep gnomes. 
  Background: Mandan Silvereyes began life as a scion of a powerful 
  drow household. Yet like many drow scions, her house was destroyed 
  before she could assassinate her way to power. She lays the blame 
  for this event at the feet of the Queen of Spiders. Thus, she has no 
  time for spiders. Finding other “orphans” of a similar mind, she led 
  them to the surface and rules them through wit and will. Jurak 
  threatens her position, however, because of guidance from the devil 
  they serve. 
  Motivation: Greed, lust, and self-preservation motivate Mandan 
  Silvereyes. She may change goals on a whim. She will, though, 
  plan any confrontation thoroughly. She cares little about the other 
  members of her group and sees them only as pawns to help her 
  accomplish her goals. 
  unuSuAL wEApon
  unuSuAL wEApon
  JAvELin oF Lightning
  JAvELin oF Lightning
  This black and silver javelin crackles with electricity when 
  thrown at a target. If the wielder makes a successful to-hit roll, 
  the javelin turns into a lightning bolt that travels in a straight 
  line toward the target. Any creature in the path (including the 
  original target) takes 4d6 points of damage from the bolt unless 
  they make a saving throw for half damage. If the attack misses, 
  the lightning damage is expended harmlessly. The javelin can be 
  used in this fashion once per day, although it can still be used as a 
  normal javelin during this time.
  Epar Griz, Male Drow (Thf9): HP 31; AC 7[12]; Atk +1 short sword 
  (1d6+1) or +1 dagger (1d4+1) or light crossbow (1d4+1); Move 24 
  (boots of speed); Save 3 (includes +2 save bonus and +2, cloak); AL 
  C; CL/XP 11/1700; Special: +2 on all saving throws, +2 save bonus 
  vs. traps and magical devices, backstab (x4), darkvision (60ft), 
  magic resistance (50%), read languages, spell-like abilities, surprise 
  enemies (75% chance), thieving skills, vulnerability (–2 to-hit 
  penalty in sunlight).
   
  Spell-like abilities: at will—darkness 15ft radius, create lights 
  (60ft range), outline targets with faint light (+1 to hit).
  Thieving Skills: Climb 93%, Tasks/Traps 60%, Hear 5 in 6, Hide 80%, 
  Silent 80%, Locks 65%.
   
  Equipment: cloak of protection +2, boots of speed, +1 short sword, 
  +1 dagger, light crossbow, 12 bolts, 3 potions of frozen concoctions, 
  bag with 83 gp and 1d6 gems of various values.
  Description: Epar Griz is boastful and arrogant. He wears a black 
  scarf on his head and occasionally spits between a huge gap in his 
  front teeth. Epar never sits still and has a tendency to talk rapidly 
  (spraying spit all over whomever he is talking to). Epar Griz wears 
  no armor because he is amazingly quick. 
  Background: Epar Griz tells whoever will listen that he is a bastard 
  child of a high priestess. The truth is that his boasting is a veil for 
  the fact that he is actually a drow of low birth. Also, despite his 
  arrogance, he is actually a very good thief. 
  Motivation: Like Mandan, Epar Griz is motivated by coin. The 
  adventure and constant danger he and his companions experience 
  excites him. Epar is wary of the recent addition of the encephalon 
  gorger and absolutely hates the worship of the devil — to whom he is 
  only paying lip service for the time being. 
  Jurak Grubber, Female Drow Priestess of Orcus (Clr8): HP 39; 
  AC 0[19]; Atk +1 flail (1d8+1); Move 12; Save 6 (includes +2 save 
  bonus); AL C; CL/XP 10/1400; Special: +2 on all saving throws, 
  +2 save vs. paralysis or poison, control undead, darkvision (60ft), 
  magic resistance (50%), spell-like abilities, spells (2/2/2/2/2), surprise 
  enemies (75% chance), vulnerability (–2 to-hit penalty in sunlight).
   
  Spell-like abilities: at will—darkness 15ft radius, create lights 
  (60ft range), outline targets with faint light (+1 to hit).
  
  22|chAoS riSing
  22|chAoS riSing
   
  Spells: 1st—cure light wounds, detect magic; 2nd—hold person, 
  snake charm; 3rd—locate object, speak with dead; 4th—cure serious 
  wounds, sticks to snakes; 5th—commune, finger of death.
   
  Equipment: +1 plate mail, +1 shield, +1 flail, scroll (find traps, 
  silence 15ft radius), scroll (cure disease), scroll (cure light wounds).  
  Description: Jurak Grubber is an attractive drow who shaved off all 
  her hair, leaving only a topknot. She frequently uses white makeup 
  to create a skull visage on her face. Jurak communicates with the 
  devil who sent them on the mission to retrieve the amulet from the 
  characters; however, she receives her powers from her true master, 
  Orcus. Although younger than the other drow, her fervor and 
  devotion to Orcus gained her an ally in Sinad. 
  Background: Jurak, like Mandan, was a progeny of a noble drow house. 
  Yet unlike Mandan, her house was not destroyed. Instead, Jurak 
  willingly left to discover more of the Lord of Undead after learning of 
  him from a visiting encephalon gorger dignitary. Jurak wants to lead 
  the group back into the Under Realms, as she has megalomaniacal 
  dreams of converting all drow to Orcus. 
  Motivation: Jurak is a megalomaniac; she believes that Orcus has 
  made her nearly invincible. She views Mandan with disdain, but sees 
  her as a tolerable nuisance until she gains enough of Orcus’ favor to 
  lead an army of undead to convert the drow populace. She is excited 
  that the encephalon gorger joined them because it tilted the scales 
  in the group in her favor over Mandan. She feels great distaste in 
  working with the devil, but she plots to take the amulet for Orcus. 
  Sinad, Male Drow (MU12): HP 34; AC 6[13] or 2[17] (missile) and 
  4[15] (melee) from shield spell; Atk staff of power (2d6) or +1 dagger 
  (1d4+1); Move 12; Save 3 (includes +2 save bonus); AL C; CL/
  XP 14/2600; Special: +2 on all saving throws, +2 save vs. spells, 
  wands and staffs, darkvision (60ft), magic resistance (50%), spell-
  like abilities, spells (4/4/4/4/4/1), surprise enemies (75% chance), 
  vulnerability (–2 to-hit penalty in sunlight).
   
  Spell-like abilities: at will—darkness 15ft radius, create lights 
  (60ft range), outline targets with faint light (+1 to hit).
   
  Spells: 1st—detect magic, magic missile, shield, sleep; 2nd—ESP, 
  invisibility, phantasmal force, web; 3rd—clairvoyance, dispel magic, 
  lightning bolt, slow; 4th—confusion, dimension door, polymorph 
  self, wizard eye; 5th—animate dead, contact other plane, feeblemind, 
  transmute rock to mud; 6th—disintegrate.   
   
  Equipment: bracers of defense AC 6[13], staff of power, +1 dagger, 
  bag of holding, figurine of the onyx dog, scroll (monster summoning 
  II), scroll (protection from normal missiles), scroll (fireball [x2], hold 
  person, levitate), scroll (charm person, detect invisibility, suggestion), 
  wand of magic missiles (12 charges),
  Description: Sinad is a morose drow who left the Under Realms to learn 
  more of the surface world. He is quiet and rarely speaks. When he 
  does speak, however, Mandan usually considers his words. Sinad is 
  secretly in love with Jurak. He wears a long drow robe of bluish hue 
  and has a large mane of white hair and piercing violet eyes. 
  Background: Sinad’s parents ordered his death when he refused 
  to yield his position as a high wizard to lead his family’s estate. 
  Eventually, he dealt with his parents by devastating the household 
  and killing many of its servants. These acts made him an outcast, 
  and Mandan eventually recruited him. 
  Motivation: Sinad is quiet and calculating, but he has the potential 
  for great destruction (as his parents discovered). Sinad bears a deep 
  affection for Jurak. Although he usually sides with her, his intellect 
  does not allow him to let emotions rule his mind. He is curious 
  about the encephalon gorger and sometimes engages it in hours of 
  metaphysical discussion. 
  Bleela, Encephalon Gorger: HD 8; HP 59; AC 6[13]; Atk 2 claws 
  (1d6+1 + mindfeed); Move 6; Save 8; AL C; CL/XP 9/1100; Special: 
  haste (2/day, as spell), mindfeed (if 2 claws hit target, start to drain 
  cerebral fluid in next round, 1d6 damage per round), regenerate 
  (3hp/round), resist cold (50% damage). (The Tome of Horrors 
  Complete 234)
  Description: Bleela is a typical encephalon gorger. She (it refers to itself 
  as she) wears long purple and pink robes, a square hat, and many 
  jewels and gold trinkets. 
  Background: Bleela was ordered to serve a visiting priest of Orcus 
  as part of an evil pact between the church of Orcus and the 
  encephalon gorgers. The priest in turn gave Bleela’s service to 
  Jurak (immediately before Jurak murdered the priest). Bleela then 
  disposed of the previous party member, whom Jurak did not like. 
  She is very much a cold and calculating killer. 
  Motivation: Bleela thinks not of herself. She has devoted herself in 
  undertaking the boon to the servants of Orcus until such time that 
  the service is at an end. At that time, Bleela simply feeds on the 
  minds of her companions and returns to her former life. 
  imBo thE undying
  imBo thE undying
  Born to a whore — this is how Imbo began life in the cruel world. Reminded 
  of his parentage and the limitless possibilities of his father, the young dwarf was 
  beaten and brutalized throughout his childhood. Eventually running away from his 
  broken home, Imbo was captured by a group of barbarian raiders. 
  Unaware of Imbo’s past, the barbarians treated Imbo the same as they treated all 
  of their children — that is, poorly. The barbarians trained Imbo to track, to hunt, 
  and to wield a warhammer. Imbo learned his lessons well, but was ever the outsider, 
  not being human born.
  In adolescence, Imbo began to covet wealth. When booty was available, Imbo 
  frequently held back a shiny object or item. Later, he began to steal items. Although 
  there were whispers and a few open accusations, nothing was done to the dwarf. 
  Late one night, Imbo tried to steal the warband leader’s golden horn. The chieftain 
  caught Imbo in this treacherous act, and Imbo slew his foster father in a fit of rage. 
  He then fled into the night. 
  Many years later, Imbo was an accomplished thief. He found his way into a 
  village of elves. After an elf insulted his parentage (although the elf had no idea of 
  the truth of it), Imbo went on a bloody spree. Within hours, the entire village was 
  either dead or had fled into the wilderness.
  The final victim for Imbo’s cruelty was an ancient and withered elf, but she did 
  not beg for mercy. Before dying, she told Imbo, “For the blackness of your heart and 
  the sins you commit, you shall be ever reminded and know no rest.”
  Imbo learned later the actual effect of the curse: He could not die. He could 
  be subdued, disintegrated, or even, on one occasion, consumed; however, his life 
  would always, eventually come back. His anger at this prospect grew greater as the 
  years wore on. 
  Now fully consumed by hatred, Imbo has become wrath incarnate. Thoroughly 
  evil, Imbo does not hesitate to commit the foulest acts that his perverse mind can 
  concoct. Menacing and brooding, Imbo does not hesitate to rain his ever-burning 
  hatred upon those around him to occupy the emptiness in his soul that the fates have 
  spun for him. 
  Particularly wealthy and evil individuals frequently hire Imbo as a mercenary. An 
  astute warrior, a remarkable thief, and an evil force unto himself, Imbo is without 
  remorse, without fear, and he brings carnage wherever he roams. 
  Imbo the Undying, Male Dwarf (Ftr9/Thf5): HP 70; AC 5[14]; 
  Atk +2 thrown warhammer that returns to the hand (1d4+8) or 
  +1 battleaxe (1d8+7); Move 9; Save 6/11; AL C; CL/XP 15/2900; 
  Special: +2 save bonus vs. traps and magical devices, +4 save vs. 
  magic, automatic resurrection (body reforms 24 hours after death), 
  backstab (x3), darkvision (60ft), multiple attacks (9) vs. creatures 
  with 1 or fewer HD, read languages, thieving skills.
  Thieving Skills: Climb 89%, Tasks/Traps 45%, Hear 4 in 6, Hide 35%, 
  Silent 45%, Locks 35%.
  Equipment: +2 leather armor, gauntlets of ogre power, +2 thrown 
  warhammer that returns to the hand, +1 battleaxe, ring of 
  invisibility.
  rAoB And SLEEArA
  rAoB And SLEEArA
  Another set of NPCs could be Raob and Sleeara (see Chapter I). Placing these 
  two with a number of Raob’s sergeants would be an easy way for you to deal with 
  characters needing to eliminate Raob and his army completely if they leave the 
  Citadel.
  Basically, any dead guards or any sign of disturbance shows Sleeara that 
  someone entered the Citadel. She already knows that the army has been digging 
  directly into the granite and not finding any artifacts, bodies, or even rooms. She 
  already suspects something. With her knowledge of arcana, the Devil’s Finger, and 
  dwarven magic, she and Raob could travel back in time and into the Citadel in either 
  the “Siege of Orcus” or “Necromantic Dreams.”
  Lord Raob Blackenheart, Male Human Warrior (Ftr12): HP 70; 
  AC 1[18]; Atk +2 heavy flail (1d8+8); Move 12; Save 4; AL C; CL/
  XP 12/2000; Special: multiple attacks (12) vs. creatures with 1 or 
  fewer HD.
  Equipment: +2 plate mail, helm, +2 heavy flail, gauntlets of ogre 
  power.
  Sleeara, Female Human Necromancer (MU10): HP 34; AC 8[11] 
  or 2[17] (missile) and 4[15] (melee) from shield spell; Atk staff of 
  power (2d6) or +1 dagger (1d4+1); Move 12; Save 6 (+1, ring); AL C; 
  CL/XP 11/1700; Special: +2 save vs. spells, wands and staffs, spells 
  (4/4/3/2/2).
  Spells: 1st—charm person (x2), magic missile, shield; 2nd—detect good, 
  ESP, invisibility, phantasmal force; 3rd—hold person, lightning bolt, 
  suggestion; 4th—polymorph other, wall of ice; 5th—animate dead 
  (x2). 
  Equipment: robe of wizardry, staff of power, +1 dagger, ring of 
  protection +1, pockets full of spell components.
  Note: Sleeara hides her spellbook in her room in the Fest Haus.
  
  chAptEr two: thE citAdEL 
  chAptEr two: thE citAdEL |23
  |23
  Sergeants, Male or Female Humans (Ftr6) (8 or as needed): 
  HD 6; HP 47, 45, 43, 41x2, 39, 37, 34; AC 5[14]; Atk bastard sword 
  (1d8) or longbow x2 (1d6); Move 12; Save 9; AL C; CL/XP 6/400; 
  Special: multiple attacks (5) vs. creatures with 1 or fewer HD. (see 
  Encounter I-B)
  Equipment: black chainmail, red cape, bastard sword, longbow, 30 
  arrows, 1d4 gems (1d10x10 gp).
  dwurSchmiEdE: thE citAdEL
  dwurSchmiEdE: thE citAdEL
  The following areas of the Citadel are briefly described. They are depicted on 
  Map B: Citadel Upper Level and Map C: Citadel Lower Level. The appropriate 
  sets of encounters are left for you to insert, depending on which era the characters 
  are currently investigating (either the “Siege of Orcus” or “Necromantic Dreams”). 
  This is an excellent opportunity to challenge fully but not overwhelm the characters 
  by scaling the encounters up or down where appropriate. 
  ArEA B-1: thE grAnd hALL
  ArEA B-1: thE grAnd hALL
  A long hallway lies before the characters. Colorful banners hang from a 20-foot-
  high ceiling and depict horns, a helm, an axe, and similar symbols. As well, a large 
  red and black banner proclaims these halls as the abode of Clan Flammeaxte. The 
  granite has changed from the rough grayish rock as it appears outside on the surface 
  of the Devil’s Finger. Here, the granite is a polished red. Arches carved in the ceiling 
  proclaim in an ancient Dwarven dialect, “Welcome Friend!” and “Death to Fiend!” 
  Small, five-foot-wide-by-five-foot-tall hallways lead off on both sides. 
  ArEA B-2: thE StAirS
  ArEA B-2: thE StAirS
  Hanging from a 20-foot-high ceiling is an elaborate black, wrought-iron 
  candelabra. On opposite walls, two sets of polished stairs lead down. To the north, 
  the corridor splits left and right. Lining the walls to the north are polished skulls of 
  orcs, elves, and other humanoids. Mixed among them are strange black skills with 
  spiraling horns and large fanged teeth. 
  The candelabra is raised and lowered by a chain in the northwest corner. A stone 
  bench is in the corner for the guards. A dwarf-hair blanket is underneath the bench. 
  The dwarves of the Citadel in times of shame cut off their beards, and their wives 
  and loved ones routinely take the hair and make it into something useful as a symbol 
  of redemption. 
  The stairs here are trapped. In each staircase is a random stair an inch or two 
  shorter than the rest and requires each character to make a saving throw or trip 
  and take 1d6 points of damage. This rudimentary trap is to trip invaders who are 
  unfamiliar with the stairs. The characters will likely encounter someone in this 
  heavily trafficked area; roll for the possibility of a random encounter in either time 
  period. 
  ArEA B-3: workShop
  ArEA B-3: workShop
  Wooden benches and tables line the perimeter of this room. A large brazier sits 
  in the center. On the wall are wooden pegs with aprons hanging from them. Runes 
  written along the ceiling at odd intervals proclaim the greatness of Dwurfater and 
  ask for his blessing in the crafting below. 
  ArEA B-4: StorAgE
  ArEA B-4: StorAgE
  This room has numerous stone shelves full of metal boxes and foodstuffs. The 
  dwarves use this room to store food and basic supplies (bandages, empty flasks, 
  dried meats, and so forth). In a corner is a broken wooden spoon where a particularly 
  greedy dwarf was eating the stores. Bundles of twine are also lying about. Other 
  than these ordinary items, there is nothing special about these rooms. 
  ArEA B-5: BArrAckS
  ArEA B-5: BArrAckS
  Rows of triple bunk beds line this room; the beds are made of stained wood. 
  Weapons and armor are ready for use in racks lining the wall. A few footlockers are 
  set near the beds. Several piles of stones — chits from gambling games played by 
  the dwarves — are in the corner of one of the barracks. A small kobold drum made 
  of human skin and bone that has “Gog” written on it is in another. 
  ArEA B-6: kitchEn
  ArEA B-6: kitchEn
  Various iron pots hang from the low ceiling of this room. A shelf carved in the 
  wall has numerous tins for dwarven spices, and painted on the tins are such names 
  as “shale oil,” “mountain mint,” and “sprig of toadstool.” The spice rack has a 
  recipe for Kobold Kidney Pie carved into it. Large black pots sit on stoves cut into 
  the floor. Small, three-inch-wide chimneys carry the smoke from the stoves into the 
  Finger. The entire area is very cramped and crowded. 
  ArEA B-7: mESS hALL
  ArEA B-7: mESS hALL
  Long wooden tables and chairs form a square in this room. Shields with dwarven 
  heraldry are set on the walls. A large chair — the only chair in the room — sits at 
  one end of the square. Numerous brass steins hang on one wall, and a forgotten 
  brass tapper lies underneath a bench. At each place on the tables are placed a small 
  wooden spoon, a sharp knife, and a wooden plate. 
  ArEA B-8: hALL oF hEroES
  ArEA B-8: hALL oF hEroES
  Numerous carvings and statues line the length of this hall from west to east. All 
  the statues depict menacing, snarling dwarves with large axes. The carvings show 
  the Citadel’s history. 
  The first carving depicts a mountain and a great cube falling from the sky. The 
  mountain breaks apart in the next pane, with a dwarf in the corner covering his head 
  with an arm. The third pane shows the Devil’s Finger where the mountain once 
  stood with the cube on its top. 
  The second carving shows dwarves climbing to the top of the Citadel. The 
  second pane shows an upside-down crescent with spikes protruding from it in 
  all directions within the cube and the dwarves kneeling and worshipping it. Very 
  observant individuals notice tiny eyes with flecks of ruby all over the stone carving. 
  The shards are worthless. The third pane shows a great dwarf god looking over a 
  cloud high above the Citadel with a look of disbelief on his face. 
  The third carving shows the great dwarf god pointing at his worshippers. The 
  next pane shows row after row of dwarven smiths hammering on a gigantic anvil. 
  The final pane displays a circle of dwarves surrounding the anvil beneath the 
  Devil’s Finger. 
  The fourth carving depicts the anvil sitting atop the cube. A rising moon in the 
  distance is smeared with a brown paint that looks like dried blood. The next pane 
  shows a column of swirling liquid with many eyes. In the final pane, the dwarf god 
  smiles above the crescent. Spikes are on top of the anvil, which sits on top of the 
  cube, which rests on top of the swirling column. 
  The fifth carving shows the dwarf god looking down from a cloud high above the 
  Devil’s Finger, pointing at the cube. The next two panes show construction of the 
  Citadel’s towers and barbican.
  The sixth carving is visible in “Necromantic Dreams” but not in the “Siege of 
  Orcus.” It shows demons invading the halls of the Citadel. If the characters assisted 
  the dwarves in defeating the demons, it shows the faces and bodies of the characters 
  and describes in two panes the events that transpired earlier. Alternately, it could 
  show the characters decimating the dwarves or the dwarves driving them back and 
  defeating them. 
  ArEA B-9: guArd room
  ArEA B-9: guArd room
  This side guard room is the station area for the lord of the Citadel’s personal 
  guards. The guards use the secret passage only in emergencies to escape or to flank 
  any assault in the stair area. The room has a small round table with chairs. The table 
  has many notches, the result of the guards keeping score while playing dice or other 
  games. A cracked ivory pipe is on the table. 
  ArEA B-10: grEAt hALL
  ArEA B-10: grEAt hALL
  This is the grand reception hall of the Citadel’s lord. Great columns are carved 
  from the same stone as the ceiling and the floor. These columns are ornately 
  decorated with dwarven runes that list the many dwarves who died creating the 
  Citadel. On the far end is a great throne on a dais that rises five feet above the floor. 
  Both throne and dais are carved directly out of the granite. The throne is in the shape 
  of an anvil with a depression in it for the lord of the Citadel to sit. The ceiling of the 
  room is 40 feet high. This room is directly beneath the vault. 
  ArEA B-11: guESt quArtErS
  ArEA B-11: guESt quArtErS
  This is one of the most elaborately furnished rooms in the Citadel. It has an 
  unusual bed of elaborate craftsmanship. The wooden bed is canopied and can be 
  adjusted in length or width to fit any creature from three to seven feet tall. A large 
  painting on one wall depicts dwarves fighting elves. The scene in the painting, 
  however, changes as one moves by it. From one angle, it shows the battle; from 
  another angle, it shows the elves and dwarves embracing as brothers. It is magical 
  and was a gift from an elf diplomat. (See the sidebar for more information on the 
  painting of enlightenment.)
  The room also contains chairs, a dressing table, and a rack for weapons and 
  armor. A large ogre skin rug lies on the floor. The ogre’s skull is on display near the 
  stairs (Area B-2). 
  
  24|chAoS riSing
  24|chAoS riSing
  ArEA B-12: gALm’S quArtErS
  ArEA B-12: gALm’S quArtErS
  The lord of the Citadel during the “Siege of Orcus” is King Galm. His spartan 
  lifestyle removed all frivolity from the room. There is a simple, hard bed, a rack for 
  his greataxe, and a stand for his elaborate armor. A footstool hidden underneath the 
  bed has an elf’s face on it. Galm said that he would use the stool to talk eye-to-eye 
  with elves, but demanded that he be allowed to step on an elf’s face to do so. 
  LESSEr miScELLAnEouS mAgicAL itEm
  LESSEr miScELLAnEouS mAgicAL itEm
  pAinting oF EnLightEnmEnt
  pAinting oF EnLightEnmEnt
  A painting of enlightenment is a magical work of art. The scene 
  depicted on the painting appears to move, its motion dependent 
  upon the viewer’s position in relation to the painting. If the 
  viewer shuffles left to right, the particular scene is viewed in 
  chronological sequence. If, however, the viewer moves right to 
  left when beholding the painting, the scene plays out in reverse 
  — horses appear to run backward, the sun sets in the east, and 
  so on. A painting of enlightenment may depict any event, real or 
  imagined, that the artist desires, though the detail of the scenes is 
  restricted by the physical size of the canvas. 
  On the day the characters view the Citadel’s painting of 
  enlightenment, it shows a struggle between dwarves and elves. 
  As the characters move through time, the painting shows other 
  scenes. In the catacombs, the painting is about the hanging of a 
  dwarf traitor, and it might change to show demons overcoming 
  and killing Lord Galm. In “Necromantic Dreams,” the painting 
  depicts the coming of the priest and his army, the courage of the 
  last dwarves defending the Citadel, and the death of the priest. A 
  painting of enlightenment could thus be used in any campaign to 
  foreshadow events or relate histories. 
  ArEA B-13: rEcEption ArEA
  ArEA B-13: rEcEption ArEA
  A map of the surrounding countryside is inlaid on the floor in this room. The only 
  furniture is a large throne for the Citadel’s lord, who comes here in order to make 
  plans to repel sieges. A large ruby is set in the center of the map. Anyone saying 
  “map” in an ancient dwarven dialect activates an illusion showing the Devil’s Finger 
  and the surrounding countryside. This is the only means by which the dwarves kept 
  track of the immediate outside world. Although traveling to the outside world was 
  forbidden, there were times when the dwarves made small excursions. The ruby 
  can be removed with a successful Delicate Tasks check. A failed check destroys the 
  stone. The ruby does not function if removed and is worth 5,000 gp. 
  ArEA c-1: StAirS BELow
  ArEA c-1: StAirS BELow
  This area is identical to the stairs on the upper level (Area B-2). This stair, 
  however, had a trap that was triggered with the arrival of the demons in the “Siege of 
  Orcus.” The trap released large boulders and rubble to block the south passageway. 
  ArEA c-2: ForgE
  ArEA c-2: ForgE
  This large area is the Citadel’s central smithing facility. Numerous forges, 
  bellows, and elaborate chimneys line the walls. The chimneys are made of metal 
  and take the heat and smoke off at angles; they enter the walls and funnel the smoke 
  and fires to the side of the Citadel. The very-narrow chimneys cannot be traversed 
  by any non-magical means. In the center of the room are a number of anvils that 
  form a circle around a small statue of Dwurfater that shows the god with a sour 
  expression on his face, as if he is never satisfied with the smiths. 
  ArEA c-3: kinSt’S chAmBErS
  ArEA c-3: kinSt’S chAmBErS
  This is the bedchambers of Kinst, the traitor. Kinst has very gaudy taste for 
  a dwarf. A number of chalk drawings on the wall show the Devil’s Finger from 
  various angles. Each drawing is signed with a gigantic Dwarven “K.” The drawings 
  emphasize the vault, making it appear larger than it is in reality. Kinst’s bed is a 
  simple cot, but he has an elaborately carved dresser and the only mirror in the entire 
  Citadel. 
  The wall-mounted mirror is magical and allows Kinst to communicate with 
  others outside the Citadel. The mirror functions exactly like a crystal ball. Orcus 
  plotted with Kinst concerning the Citadel’s demise through this mirror. If removed 
  from the wall, the mirror loses its magical properties. 
  ArEA c-4: Armory
  ArEA c-4: Armory
  Rack after rack of weapons and armor stand ready to be used against any 
  aggressors who attack the Citadel. You must decide what the characters find 
  here. A few of the weapons are magical, but most of those weapons are already 
  in the possession of the dwarves encountered in the “Siege of Orcus” due to the 
  preparations for the demon invasion.
  ArEA c-5: StorAgE
  ArEA c-5: StorAgE
  This massive storage area holds food and drinking water. A font in the middle of 
  the room magically provides spring water; the water is drinkable in either dimension. 
  The foodstuffs are either pungent dwarven cheeses, hearty ales, disgusting brandy, 
  hard breads, and dried meats in the “Siege of Orcus,” or dust on empty shelves in 
  “Necromantic Dreams.”
  ArEA c-6: tEmpLE oF dwurFAtEr
  ArEA c-6: tEmpLE oF dwurFAtEr
  This room has a high ceiling with columns identical to the Great Hall (Area 
  C-11). At the far end is an altar upon which rests a large statue of Dwurfater readying 
  a great blow with his hammer on a large anvil. Behind Dwurfater is a secret door; a 
  hammer can be obtained from Area C-4. The hammer in Dwurfater’s hand is part of 
  the stone block from which the statute was carved. Breaking the hammer from the 
  statute and using it to hit the anvil does nothing. The anvil shows many depressions 
  from a hammer striking it. Below the anvil is an inscription in an ancient dialect of 
  Dwarven that reads: “With a Dwarven Blow, I Protect My Children.”
  This is the only way to open the magical door, as it was created by arcane 
  dwarven magics. 
  ArEA c-7: priESt quArtErS
  ArEA c-7: priESt quArtErS
  This is the quarters of the priests attending to Usis, the high priest of Dwurfater. 
  This room has a number of beds and tables. Many holy symbols are carved into the 
  ceiling, arranged in a circle and depicting the dwarven pantheon with Dwurfater’s 
  anvil large in the center. 
  ArEA c-8: uSiS’ quArtErS
  ArEA c-8: uSiS’ quArtErS
  Usis, high priest of Dwurfater, made his home here. During the “Siege of Orcus,” 
  he fell very ill and is comatose with priests attending him. This was the work of 
  Kinst. The room has a simple cot, a small anvil shrine to Dwurfater, and an unlocked 
  chest full of vestments and robes. 
  ArEA c-9: BuriAL prEpArAtion And mASonry
  ArEA c-9: BuriAL prEpArAtion And mASonry
  Most dwarves are burned in the great forges when they die. For the kings, their 
  tenure as guardians remains in the afterlife. The priests use this room to prepare 
  these bodies after death for burial in the catacombs below. The dwarves are not 
  experts in mummification, but they do use oils and spices to prepare the body; a 
  long stone slab is used for this purpose. Funerary oils and spices that smell very 
  caustic are on a shelf. 
  The other part of the room is a storage area for mining tools (picks, shovels, 
  and carts). These are sacramental tools used by the new dwarven king to bury the 
  recently deceased lord. The mining tools are always caked with stone dust, for 
  cleaning them is sacrilege, and they are usually lying about haphazardly.
  ArEA c-10: LowEr ArchwAy
  ArEA c-10: LowEr ArchwAy
  Hidden behind the statue of Dwurfater (Area C-6) is the lower archway, which 
  is identical to the upper archway. This lower archway is accessible only with the 
  rune belonging to the dwarven king, without which anyone entering the archway is 
  lost through time. It is visible only from the stairwell side. Looking back through 
  the archway, the characters see most of the temple collapsed due to the temporal 
  anchors protecting the archway. Entering the archway from the catacomb side sends 
  the characters into “Necromantic Dreams.”
  The stairwell is a gigantic spiral staircase. The center is open, and the end of the 
  stairs is 75 feet below. 
  
  chAptEr thrEE: dEScEnt - thE SiEgE oF orcuS 
  chAptEr thrEE: dEScEnt - thE SiEgE oF orcuS |25
  |25
  The characters enter the Citadel’s demiplane through the upper archway. At the 
  same time, the characters travel back 3,000 years and arrive during a siege by the 
  minions of Orcus. A traitor to the dwarves is about to open a gate. Orcus wants to 
  overrun the dwarves and take the Faceless Lord’s amulet for himself and add to his 
  own power. 
  The specific encounters described herein pertain to a gate that opens moments 
  after the characters arrive. Orcus conspired with a cowardly dwarf priest named 
  Kinst. With the dwarf’s assistance, Orcus pierced the Citadel’s magical wards to 
  open the gate. 
  Orcus provided Kinst with the means to create an evil totem that activates the 
  gate. The only way to destroy the gate is to destroy the totem. In other words, the 
  gate functions as per the spell of the same name, except it is permanent and cannot 
  be dispelled but for destroying the totem. This may be difficult for the characters to 
  discern without speaking to Kinst or healing High Priest Usis.
  The characters may also befriend the dwarves, which is most likely through 
  the gregarious and charismatic King Galm. Galm is as frightened as any dwarf 
  at first seeing the strange party (unless the party is all dwarves), but he accepts 
  any reasonable explanation if the party is willing to address the current situation. 
  Dwarves are watchful that an invasion is about to occur. The characters must talk 
  quickly to convince the dwarves that they are friends and not foes, as described in 
  Encounter III-A. 
  The demons do not see the party as an ally except in the most unlikely of 
  circumstances. They are intent upon finding the key and taking it as soon as 
  possible. The only avenue for the demons to escape is through the gate, and they 
  cannot gate in additional reinforcements. Please note that a Lawful party can indeed 
  summon monsters to its aid, as the magical energies that protect the Citadel allow 
  such magics for the Citadel’s defense. The prime goal is for the party to gain access 
  to the catacombs where the key is kept. 
  If the characters have an easy time dealing with the demons, additional NPC 
  parties from Chapter II can enter the fray. In particular, Raob and Sleeara and/or 
  Imbo the Undying are recommended. 
  The accompanying sidebar contains a recommended timeline of events. This 
  timeline takes the encounters out of the static and into the dynamic. Also, the 
  timeline assumes no character intervention. Moving the monsters and NPCs makes 
  the battle more realistic; in addition, the intensity of the encounters increases as the 
  demons rampage through the Citadel. 
  introductory chArActEriSticS
  introductory chArActEriSticS
  Wandering Monsters: The entire Citadel is about to break 
  out into chaos when the characters arrive. They might find the 
  demons attempting to locate the lower archway, though they will 
  more likely run into dwarves bent on routing the demons from 
  their stronghold. Roll 1d20 every 10 minutes. 
  1d20
  Encounter
  1
  King Galm from Encounter III-A
  2–4
  2d6 dwarves
  5
  The devil spy from Encounter III-D
  6–7
  1d6+2 dretches
  8
  The 2 succubi and the dwarven smiths from 
  Encounter III-C
  9
  A vrock fighting 1d6 dwarves
  10
  An NPC party (see Chapter II)
  11–20
  No Encounter
  -
  Dretch Demons (1d6+2): HD 4; AC 2[17]; Atk 2 claws (1d4), 
  bite (1d6); Move 9; Save 13; AL C; CL/XP 6/400; Special: 
  spell-like abilities. (Monstrosities 92)
   
  Spell-like abilities: 1/day—darkness 15ft radius, stinking 
  cloud (20ft radius, save or nauseated for 1d4+1 rounds), 
  summon 1d4 giant rats.
  Dwarf Guards, Male or Female Dwarves (Ftr3): HD 3; AC 
  4[15]; Atk warhammer (1d4); Move 9; Save 12; AL L; CL/XP 
  3/60; Special: +4 save vs. magic, darkvision (60ft), multiple 
  attacks (3) vs. creatures with 1 or fewer HD. (Monstrosities 
  149)
  Equipment: chainmail, shield, warhammer. 
  Vrock Demon: HD 8; AC 0[19]; Atk beak (1d6), 2 foreclaws 
  (1d8), 2 rear claws (1d6); Move 12 (fly 18); Save 8; AL C; CL/
  XP 11/1700; Special: immune to fire, magic resistance (50%), 
  spell-like abilities, summon demon (10% 
  chance, vrock). (Monstrosities 105)
   
  Spell-like abilities: at will—darkness 
  15ft radius.
  Shielding: As previously described, using 
  teleport or other forms of magic to exit the 
  Citadel is impossible. 
  Detections: Characters detect strong evil in 
  all rooms south of the stairwell on the lower 
  level due to the presence of the gate and the 
  demons. 
  Standard Features: Unless otherwise noted, 
  all doors are on a central pivot and made 
  of stone. The floor, walls, and ceiling are 
  seamless. The rock is polished smooth and 
  has a mirror-like quality; also, every noise 
  echoes throughout the stone structure. 
  Both of these qualities of the Citadel’s 
  environment make sneaking about or hiding 
  very difficult (–20% Move Silently penalty). 
  On the other hand, the echo effect makes it 
  easier for a party to hear what is ahead and 
  around the bend. As well, each room is as 
  tall as wide, except where otherwise noted. 
  Thus, a majority of hallways in the Citadel 
  are only five feet tall. In these cramped 
  areas, a character suffers a –2 penalty to attacks and saving 
  throws. The entire Citadel is lit with heavily smoking torches 
  that burn the characters’ eyes in crowded areas. 
  Maps Used: Map B: The Citadel — The Upper Halls; Map C: The 
  Citadel — The Lower Halls. 
  Chapter Three:  
  Chapter Three:  
  Descent — The Siege of Orcus
  Descent — The Siege of Orcus
  
  26|chAoS riSing
  26|chAoS riSing
  timELinE oF thE SiEgE oF orcuS
  timELinE oF thE SiEgE oF orcuS
  Time 
  (Minutes)
  Event
  Two days 
  before the 
  characters 
  arrive
  High Priest Usis has a vision of demons 
  invading the Citadel. 
  One day before 
  the characters 
  arrive
  Kinst poisons Usis.
  00:00
  The characters arrive. Kinst murders two 
  dwarves in the armory.
  + 10:00
  Kinst opens the gate. Immediately, 
  dretches arrive and begin wandering the 
  Citadel. Various demons enter and begin 
  attacking the dwarves on all levels. 
  + 12:00
  King Galm becomes aware of the invasion. 
  The order is given to seal the southern 
  halls on Level Two. King Galm desires 
  to fight, but his advisors restrain him for 
  fear that the portal rune to the catacombs 
  might fall into the enemy’s hands. 
  + 13:00
  Gleegog and Tarashix (Encounter III-E) 
  arrive to secure the gate. 
  + 15:00
  The southern rubble trap is sprung 
  (Encounter III-B). 
  + 20:00
  The bone devil (Encounter III-E) arrives 
  and stealthily evades the demons guarding 
  the gate. The bone devil makes its way to 
  Kinst’s chambers. 
  + 24:00
  Kainhis, leader of the demonic forces, 
  arrives and heads toward Encounter 
  III-B.
  + 27:00
  Two succubi arrive to take control of the 
  dwarves in Encounter III-C.
  + 38:00
  Kainhis finishes devouring the dwarves at 
  Encounter III-B and heads upstairs. 
  + 44:00
  The succubi take their dwarven “friends” 
  and slay all of the healers in the northern 
  halls on Level Two. They are assisted by 
  demon reinforcements. 
  + 48:00
  Kainhis and other demons assault the 
  Main Hall
  + 61:00
  Kainhis kills Galm in his chambers. 
  Demons cover her retreat to Level Two. 
  + 70:00
  The bone devil, realizing the battle is 
  lost, makes his way back to the gate and 
  leaves. 
  + 72:00
  All demons but Kainhis attack the 
  remaining dwarves. Kinst begins to 
  inscribe the portal rune onto himself.
  + 80:00
  Kainhis enters the catacombs. All is lost. 
  dEFEndErS oF thE citAdEL And Lord gALm 
  dEFEndErS oF thE citAdEL And Lord gALm 
  There are 140 dwarves in the complex. They are guards, priests, cooks, lords, and 
  so forth. The adventure assumes that the party attempts to work with the dwarves, 
  though you decide when and where these dwarves are encountered throughout the 
  complex. Many of them might be sleeping, some might be on guard at the stairwell, 
  others could be cooking, or the majority might be outside defending the battlements. 
  By deciding where to place the dwarves, you can control the difficulty of this level. 
  On the other hand, if you anticipate that your party is likely to fight it out, most 
  of the dwarves are stout 3rd-level fighters. 
  King Galm is in the reception area (Area B-14) working with his advisors. Ever 
  since Usis’ prophecy and seemingly related illness, Galm is preparing for the worst. 
  The Citadel has not suffered a breach in almost 300 years, and one is not about to 
  occur during his watch. 
  The characters will likely encounter King Galm very quickly. If they convince 
  the dwarves in Encounter III-A that they are “friends” and not “foes,” the dwarves 
  immediately take the characters to Galm. He is loud, boisterous, and rude. He 
  is a kind dwarf at heart, though, and is the first to believe the characters if they 
  tell the truth of how they arrived at the Citadel. During this conversation, a guard 
  rushes into the room warning of demons below. Galm wants to take care of this evil 
  personally. Yet he is restrained. One of Galm’s advisors — or perhaps Galm himself 
  — recommends that the “purportedly good” characters remove the threat while 
  the dwarves attempt to protect Galm and contain the demons that gained access 
  to Level One. If the characters are amenable, this solidifies an alliance with the 
  dwarves and is very likely to lead to Galm giving them the necessary portal rune to 
  enter the catacombs (Chapter IV). If the characters bluntly refuse, Galm goes into 
  a tirade and attempts to seize them. Galm is not afraid of any foe. 
  LocAtion oF dwArvES
  LocAtion oF dwArvES
  A typical distribution of the dwarves when the characters arrive 
  is as follows:
  Location
  Occupants
  Upper Stairs
  6 dwarves — guards
  Workshop
  5 dwarves — relentlessly crafting
  Barracks
  20 dwarves — exhausted from battle 
  and near comatose
  Guard Room
  6 dwarves — guards
  Great Hall
  4 dwarves — guards
  Reception Area
  King Galm and 8 dwarves
  Lower Stairs
  Encounter III-B
  Forge
  Encounter III-C
  Kinst’s Chambers
  Encounter III-D
  Armory
  Encounter III-E
  Temple
  2 priests and 10 dwarves
  Usis’ Chambers
  Usis and 4 priests
  The comatose Usis is in his quarters, attended by 4 priests (with similar statistics 
  as Alejan in Encounter III-B). Poisoned by Kinst (Encounter III-D), Usis is 
  near death. The priests have been able to sustain him, but could use the characters 
  help in healing Kinst fully. If they help (by casting restoration, limited wish, or a 
  similar spell), he implicates Kinst and demands justice. Usis has received visions in 
  his comatose state from Dwurfater and knows of his folly in trusting Kinst. If the 
  characters are successful, the dwarves reward them with a +2 warhammer (+4 vs. 
  demons) as a boon from the faithful of Dwurfater (this is Usis’ personal weapon). 
  Also, Usis may use the rune on the back of Galm’s neck and tattoo the appropriate 
  rune for the characters to move on to the catacombs. 
  King Galm, Dwarf King, Male Dwarf (Ftr11): HP 68; AC 2[17]; 
  Atk +2 battleaxe (1d8+2); Move 9; Save 4; AL L; CL/XP 11/1700; 
  Special: +4 save vs. magic, darkvision (60ft), multiple attacks (11) 
  vs. creatures with 1 or fewer HD. (Monstrosities 149)
  Equipment: +1 plate mail, +2 battleaxe, crown (simple band of gold 
  with 3 large rubies worth 2,000 gp).
  Dwarf Guards, Male or Female Dwarves (Ftr3): HD 3; AC 4[15]; 
  Atk warhammer (1d4) or shortbow x2 (1d6); Move 9; Save 12; AL L; 
  CL/XP 3/60; Special: +4 save vs. magic, darkvision (60ft), multiple 
  attacks (3) vs. creatures with 1 or fewer HD. (Monstrosities 149)
  Equipment: chainmail, shield, warhammer, shortbow, 35 arrows, 2d4 
  gems (1d10 gp each).
  Personality: King Galm is very suspicious of any outsiders, but he may 
  view them as a gift of Dwurfater to help the Citadel in its time of 
  greatest need. See Chapter II and above for more information on 
  King Galm’s motivations and personality. Galm has the only copy of 
  the necessary portal rune that leads to the catacombs. 
  
  chAptEr thrEE: dEScEnt - thE SiEgE oF orcuS 
  chAptEr thrEE: dEScEnt - thE SiEgE oF orcuS |27
  |27
  Dwarf Guards, Male or Female Dwarves (Ftr3) (11): HD 3; AC 
  5[14]; Atk polearm (1d8); Move 9; Save 12; AL L; CL/XP 3/60; 
  Special: +4 save vs. magic, darkvision (60ft), multiple attacks (3) vs. 
  creatures with 1 or fewer HD. (Monstrosities 149)
  Equipment: chainmail, polearm.
  Kainhis, Hezrou Demon: HD 9; HP 65; AC –2[21]; Atk 2 claws 
  (1d3), bite (4d4); Move 6 (fly 12); Save 6; AL C; CL/XP 11/1700; 
  Special: immune to fire, magic resistance (50%), spell-like abilities, 
  summon demons (20% chance, hezrou). (Monstrosities 96)
   
  Spell-like abilities: at will—darkness 15ft radius, detect 
  invisibility, fear. 
  Kainhis is the leader of the siege. This is a high honor for her to be granted such a 
  command. Her actions past this room through entering the catacombs are described 
  in the timeline above. Orcus is actually using Kainhis as a vanguard. If Kainhis is 
  successful — and without the characters assisting the dwarves, she very well could 
  be — then Orcus’ reliance is well-placed. If Kainhis fails, Orcus sends the guards at 
  the gate (Encounter III-E) to acquire the necessary rune. 
  EncountEr iii-c: mommy!  
  EncountEr iii-c: mommy!  
  (ArEA c-2)
  (ArEA c-2)
  The heat in the room is oppressive. Numerous twisting metal pipes run along 
  the walls. Smoke fills the air, and flames roar from large forges. In the center of the 
  room are a number of anvils that form a circle around a small statue of a dwarven 
  deity. The deity has a disapproving look on his face as he glares down on the anvils. 
  No one works at the forges. The dwarven smiths in long aprons sit cross-legged 
  on the floor in the circle around two plump and cherub-faced dwarven women. The 
  women seem to be telling a story of some sort. 
  The dwarven women speak in soothing tones as they tells the smiths a fable 
  about a little dwarf lost in the great maze of caverns below the surface world. The 
  characters hear part of the tale as they approach, which ends when the lost dwarf’s 
  mother finds the little dwarf and escapes the clutches of an evil elf. At the end, both 
  of the dwarven women ask their audience, “Who wants a kiss from mommy?” Two 
  unlucky dwarves eagerly jump up and are smothered by the women. 
  Unless they intervene, the characters watch in horror as both smiths drop 
  lifelessly to the floor with gigantic grins on their faces. The dwarven women lick 
  their bloody lips and glare at the characters. 
  The women are 2 succubi who have enraptured the group of dwarves. They 
  ask the characters if they are interested in a kiss. At the same time, the succubi 
  command the dwarves to protect their mommies. The dwarves are happy to oblige 
  and aghast that anyone threatens their mothers.
  Dwarf Guards, Male or Female Dwarves (Ftr3) (8): HD 3; HP 
  16, 13x2, 12, 11, 9, 3x2; AC 4[15]; Atk warhammer (1d4); Move 9; 
  Save 12; AL L; CL/XP 3/60; Special: +4 save vs. magic, darkvision 
  (60ft), multiple attacks (3) vs. creatures with 1 or fewer HD. 
  (Monstrosities 149)
  Equipment: chainmail, shield, warhammer.
  Succubus Demon (2): HD 6; HP 45, 42; AC 9[10]; Atk 2 scratches 
  (1d3), kiss (level drain); Move 12 (fly 18); Save 11; AL C; CL/XP 
  9/1100; Special: +1 or better magic weapons to hit, level drain 
  (1 level, save resists), magic resistance (70%), spell-like abilities, 
  summon demon (40% chance, baalroch). (Swords & Wizardry 
  Complete Rulebook 97)
   
  Spell-like abilities: at will—charm person, clairaudience, 
  clairvoyance, ESP, polymorph self, suggestion. 
  Tactics: The succubi attempt to use suggestion on the characters 
  to convince them that their weapons and armor are on fire (in an 
  attempt to get them to drop and strip off their weapons). They also 
  try to cast charm person on the strongest member of the party. 
  If successful, the succubi try to “kiss” the charmed character. 
  Meanwhile, the enraptured dwarves attack, believing that the party 
  members are demons (due to a suggestion). 
  If the party is accompanying a group of dwarves from one of the previous 
  encounters, these dwarves hesitate to attack their brethren. Instead, they try to flank 
  their brothers to get to the succubi. 
  Eventually, the “mommies” and the dwarves wander the complex and begin 
  wreaking havoc. As a possible wandering encounter, if the succubi have enraptured 
  a large number of dwarven men, then a group of dwarven women wanting to get 
  their men back might join the characters against the succubi. 
  EncountEr iii-d: 
  EncountEr iii-d: thE trAitor kinSt And thE dEviL Spy
  thE trAitor kinSt And thE dEviL Spy    
  (ArEA c-3)
  (ArEA c-3)
  This room is a blast of purple, pink, and orange colors. A number of colorful 
  chalk drawings on the room show the Devil’s Finger. There is a simple cot with a 
  bright purple blanket. A large wooden dresser of enameled orange is on one side of 
  the room. A large mirror stands on top of the dresser. 
  EncountEr iii-A: FriEnd or FoE?  
  EncountEr iii-A: FriEnd or FoE?  
  (ArEA B-1) 
  (ArEA B-1) 
  As the characters enter the room through the archway on top of the Devil’s Finger, 
  they are immediately confronted with 15 dwarves led by Nukion, who is ordered to 
  destroy any demon that enters the upper archway. One of the few dwarves allowed 
  to leave the Dwurschmiede demiplane as a spy in the outside world, Nukion is very 
  suspicious but recognizes the characters as being something other than a demon. 
  Nukion is also the only dwarf who speaks Common. The others can understand 
  Dwarven, but speak an ancient dialect. 
  The characters must talk their way out of a direct confrontation. If successful 
  in calming down the frightened and potentially angry dwarves, the characters are 
  immediately escorted to King Galm. Along the way, Nukion is likely to tell them 
  proudly some of the history of Clan Flammeaxte. 
  If shown the portal rune the characters used to gain access to the Citadel, some 
  of the dwarves might believe that they are celestials sent by Dwurfater to rout the 
  demons. Whether the characters make this belief plausible is to be decided in the 
  events and encounters to come. 
  Nukion, Dwarf Commander, Male Dwarf (Ftr7): HP 51; AC 4[15]; 
  Atk +1 longsword (1d8+1); Move 9; Save 8; AL L; CL/XP 7/600; 
  Special: +4 save vs. magic, darkvision (60ft), multiple attacks (7) vs. 
  creatures with 1 or fewer HD. (Monstrosities 149)
  Equipment: chainmail, shield, +1 longsword, shortbow, 30 arrows, 2 
  potions of healing.
  Dwarf Guards, Male or Female Dwarves (Ftr3) (15): HD 3; HP 22, 
  21x3, 20, 19, 18x5, 17, 16, 15x2; AC 4[15]; Atk warhammer (1d4); 
  Move 9; Save 12; AL L; CL/XP 3/60; Special: +4 save vs. magic, 
  darkvision (60ft), multiple attacks (3) vs. creatures with 1 or fewer 
  HD. (Monstrosities 149)
  Equipment: chainmail, shield, warhammer.
  EncountEr iii-B: thE BArricAdE  
  EncountEr iii-B: thE BArricAdE  
  (ArEA c-1)
  (ArEA c-1)
  Piles of bricks cover the south exit. Twelve dwarves stand with 
  polearms before them pointing at the south pile. A small dwarf 
  woman in a simple white robe grimaces, tears running down her 
  cheek. 
   
  From beyond the south pile comes a muffled scream. 
  Suddenly, the pile shifts and bricks clink together as they are 
  pushed away from the top. Something horrifically foul, smelling 
  of a combination of greasy manure and rotted flesh, is on the 
  other side. The dwarves menacingly grit their teeth. “Stand fast, 
  fellas,” one utters.  
   
  At the top of the pile, a hole opens and a gigantic head pops 
  through. With wild yellow eyes, bruise-purple skin, and a 
  gigantic maw, the demon bellows a single word. The dwarves fall 
  aside and break, fleeing in terror, and many fall to the ground in 
  physical pain. The small priestess collapses under the assault, 
  and the demon cackles with delight as it continues to break 
  through the rubble.
  The above description should be used if the characters are surprised (likely) 
  by the demon. Although they might prepare themselves, the arrival of a demon 
  combatant can shake any stout soul, causing hesitation. 
  The dwarves gathered here to make a stand against the newly arrived demons. By 
  triggering a trap, the dwarves barricaded themselves behind a mass of bricks. The 
  hezrou uses its fear ability to send the dwarves fleeing into the tunnels. The spell 
  paralyzes the priestess Alejan. Not a warrior, Alejan is shocked by recent events and 
  the arrival of the demon. 
  Faced with the scattered guards, the characters must now defend the Citadel or 
  quickly move through the northern passage and attempt to find the lower archway. 
  Digging through the northern barrier requires 2d6 rounds of hard work. 
  Alejan, Female Dwarf Cabal of the Beard, Priestess of 
  Dwurfater (Clr5): HP 22; AC 3[16]; Atk +1 warhammer 
  (1d4+1); Move 9; Save 11; AL L; CL/XP 5/240; Special: +2 save 
  vs. paralyzation and poison, +4 save vs. magic, banish undead, 
  darkvision (60ft), spells (2/2).
   
  Spells: 1st—detect evil, protection from evil; 2nd—bless, hold person.  
  Equipment: plate mail armor, +1 warhammer, potion of levitate, scroll 
  (cure light wounds [x5]), scroll (cure serious wounds [x3]).
  
  28|chAoS riSing
  28|chAoS riSing
  The particularly foul Kinst hides here while the demons maraud through the 
  lower level. He talks in hushed tones to the the mirror, but the mirror does not 
  respond. The mirror is a magical scrying device that allowed Kinst to communicate 
  with Orcus and plan the assault. Orcus does not answer Kinst now because he has 
  much better things to do. The mirror functions like a crystal ball. The mirror loses 
  all magical properties if removed from the dresser. 
  grEAtEr miScELLAnEouS mAgicAL itEm
  grEAtEr miScELLAnEouS mAgicAL itEm
  totEm oF thE gAtE
  totEm oF thE gAtE
  A totem of the gate is a magical device that opens a gate behind 
  lead or a magical shield. The totem is six inches long and looks 
  like a chalk stick carved in the shape of a demon. To activate 
  the totem, the user draws the appropriate pentagram on a 
  surface. The totem is a one-time use item. The gate is thereafter 
  permanent and impervious to any magical attack (i.e., dispel 
  magic, and so forth). The only means of eliminating the gate is by 
  breaking the totem in half, which destroys the magic and causes 
  all creatures that have traversed the gate in either direction to 
  disappear and reappear on their home plane. 
  Kinst is a coward, a cheat, and thoroughly evil. The High Priest Usis had a soft 
  spot in his heart for Kinst and believed he could be a great priest dedicated to 
  Dwurfater. Because of this love, Usis was blind to his disciple’s treacherous nature. 
  After Usis predicted the demonic invasion, Kinst poisoned him by coating a 
  manuscript with poison. Usis still has stains from this poison on his fingers. A jar 
  containing one dose of the poison called “demon’s ink” is hidden in a locked box 
  under Kinst’s cot. The poison is an oil-smelling tar. Anyone opening the jar should 
  make a saving throw to avoid initially touching the poison. Anyone failing the save 
  takes 2d6 points of damage.  
  Kinst used a magical totem of the gate that Orcus instructed him to make (see 
  sidebar). Only through Orcus’ direct intervention was Kinst able to create the 
  device, which allowed him to open a gate in the armory (Area C-4). Kinst did so 
  and immediately fled to this room. The totem is on a leather thong around Kinst’s 
  neck. 
  Kinst attempts to deceive the characters and says that he is praying for Usis. He 
  acts as if he is ignorant, but he tries to sneak off if combat becomes a possibility. 
  Kinst may also try to give the characters a spare manuscript poisoned with demon’s 
  ink, saying that it is a map of the catacombs or other useful information. The 
  manuscript is in the top drawer of his dresser. 
  A bone devil lurks here in the Ethereal Plane. The devil was sent to gather 
  information about the key and the vault. Kinst originally tried to bargain with the 
  devil’s master, but did not agree to the devil’s “commission” for assisting Kinst. The 
  devil instead sent his spy to infiltrate the Citadel. 
  The bone devil remains hidden in the Ethereal Plane and does not attack unless 
  provoked. Instead, the spy follows them to gain information about their quest. The 
  details of the adventure’s outcome depend on whether or not the spy is still alive by 
  the time the characters leave through the lower archway. Note that the size of the 
  Ethereal Plane here is the same as the Citadel’s demiplane. Touching the Ethereal 
  Plane here does not allow one to leave the plane and travel anywhere but on the 
  Citadel’s demiplane. 
  Kinst, Female Dwarf Cabal of the Beard, Priestess of Dwurfater 
  (Clr8): HP 43; AC 3[16]; Atk +1 battleaxe (1d8); Move 9; Save 6 
  (+2, ring); AL C; CL/XP 8/800; Special: +2 save vs. paralyzation and 
  poison, +4 save vs. magic, control undead, darkvision (60ft), spells 
  (2/2/2/2/2).
   
  Spells: 1st—cure light wounds (x2); 2nd—hold person, silence 15ft 
  radius; 3rd—cure disease, speak with dead; 4th—cure serious wounds 
  (x2); 5th—commune, finger of death.    
  Equipment: chainmail, tattered white robes, +1 battleaxe, ring of 
  poison resistance, ring of protection +2, totem of the gate. 
  Bone Devil: HD 8; HP 55; AC 1[18]; Atk bite (1d6), 2 claws (1d6), 
  bone hook (1d8 + grab), sting (3d4 + poison); Move 12; Save 8; CL/
  XP 12/2000; Special: +1 or better magic weapon to hit, immunities 
  (cold, poison), magic resistance (35%), poison (save or die), 
  resistances (acid, cold) (50%), spell-like abilities. (see Appendix B: 
  New Monsters)
  EncountEr ii-E: thE gAtE (ArEA c-5) 
  EncountEr ii-E: thE gAtE (ArEA c-5) 
  This room is the epicenter of the demons’ breach. After the gate opened here, 
  the demons secured the southern section of the lower level. Currently, the hezrou 
  Kainhis is attempting to force her way into taking Galm and the only portal rune 
  that leads to the catacombs.
  Gleegog, Glabrezu Demon: HD 10; AC –4[23]; Atk 2 pincers (2d6), 
  2 claws (1d3), bite (1d6); Move 9; Save 5; AL C; CL/XP 15/2900; 
  Special: immune to fire, magic resistance (60%), spell-like abilities, 
  summon demon (30% chance, roll 1d4 for type: 1–vrock; 2–hezrou; 3–
  glabrezu; 4–nalfeshnee). (Monstrosities 94)
   
  Spell-like abilities: at will—darkness 15ft radius, fear, levitate, 
  polymorph self.  
  Tarashix, Vrock Demon: HD 8; HP 60; AC 0[19]; Atk beak (1d6), 
  2 foreclaws (1d8), 2 rear claws (1d6); Move 12 (fly 18); Save 8; 
  AL C; CL/XP 11/1700; Special: immune to fire, magic resistance 
  (50%), spell-like abilities, summon demon (10% chance, vrock). 
  (Monstrosities 105)
   
  Spell-like abilities: at will—darkness 15ft radius.
  The characters should attempt to close the gate, yet they are under no obligation 
  to do so. If the characters are successful in closing the gate by destroying the totem 
  (see Encounter III-D), they in effect banish instantaneously every demon who 
  passed through the gate. Reinforcements may arrive through the gate every 15 
  rounds. Every 15 rounds, roll 1d12 and consult the table below. Note that additional 
  vrocks and hezrous appear only once. If you roll their associated number again, 
  nothing arrives. 
  1d12
  Reinforcement
  1–8
  Nothing arrives
  9
  Dretch
  10
  Succubus
  11
  Vrock
  12
  Hezrou
  Dretch Demons (1d6+2): HD 4; AC 2[17]; Atk 2 claws (1d4), bite 
  (1d6); Move 9; Save 13; AL C; CL/XP 6/400; Special: spell-like 
  abilities. (Monstrosities 92)
   
  Spell-like abilities: 1/day—darkness 15ft radius, stinking cloud 
  (20ft radius, save or nauseated for 1d4+1 rounds), summon 1d4 giant 
  rats.
  Second-Category Demon (Hezrou Type): HD 9; AC –2[21]; Atk 
  2 claws (1d3), bite (4d4); Move 6 (fly 12); Save 6; AL C; CL/XP 
  11/1700; Special: immune to fire, magic resistance (50%), spell-like 
  abilities, summon demons (20% chance, hezrou). (Monstrosities 96)
   
  Spell-like abilities: at will—darkness 15ft radius, detect 
  invisibility, fear.
  Succubus Demon: HD 6; AC 9[10]; Atk 2 scratches (1d3), kiss (level 
  drain); Move 12 (fly 18); Save 11; AL C; CL/XP 9/1100; Special: 
  +1 or better magic weapons to hit, level drain (1 level, save resists), 
  magic resistance (70%), spell-like abilities, summon demon (40% 
  chance, baalroch). (Swords & Wizardry Complete Rulebook 97)
   
  Spell-like abilities: at will—charm person, clairaudience, 
  clairvoyance, ESP, polymorph self, suggestion.
  Vrock Demon: HD 8; AC 0[19]; Atk beak (1d6), 2 foreclaws (1d8), 2 
  rear claws (1d6); Move 12 (fly 18); Save 8; AL C; CL/XP 11/1700; 
  Special: immune to fire, magic resistance (50%), spell-like abilities, 
  summon demon (10% chance, vrock). (Monstrosities 105)
   
  Spell-like abilities: at will—darkness 15ft radius.
  Tactics: Gleegog and Tarashix are already bored. Although they had the pleasure 
  of leading the surprise attack into the Citadel, the thrill quickly faded as no real 
  challenge has presented itself. Their current master Orcus whipped the demons 
  into a frenzy when he promised them a river of blood and fresh souls. When they 
  stepped through the portal and saw only a throng of angry dwarves, however, they 
  rolled their eyes and commenced the slaughter. Neither demon can summon any 
  allies due to the magic protecting the Citadel. If Gleegog dies, Tarashix continues 
  to fight, but if the battle seems hopeless, he rushes back through the gate. While 
  Tarashix never negotiates, Gleegog is willing to do anything to reach the gate. 
  concLuding thE chAptEr
  concLuding thE chAptEr
  Once the characters convince King Galm of their intentions (likely through 
  saving the day and defeating the demons and exposing Kinst), he is amenable to 
  giving them the portal rune to the catacombs. Galm has Usis or another priest 
  inscribe the rune above the one used to enter the Citadel. This rune is of Dwurfater’s 
  anvil. 
  Many dwarves openly disagree with Galm’s decision to allow the characters into 
  the catacombs. Although the debate is hostile and open, no dwarves make a move to 
  stop the characters. Ultimately, the division over the decision leads to the downfall 
  of the dwarves. 
  As the characters step through the portal, they travel once against through time 
  and space and enter the catacombs. 
  
  chAptEr Four: thE kEy 
  chAptEr Four: thE kEy |29
  |29
  introductory chArActEriSticS
  introductory chArActEriSticS
  Wandering Monsters: This demiplane is disturbed only when 
  the dwarves bury their dead kings. Due to its isolation, it is not 
  home to many wandering monsters. Check once every 60 minutes 
  on 1d12:
  1d12
  Encounter
  1
  The ghost of Galm (from IV-1)
  2
  The demonvessel of Kinst (from IV-2)
  3–4
  1d6 Corrupted (from IV-3)
  5–12
  No encounter
  Shielding: Travel spells to the outside are blocked by a similar 
  shielding magic that protects the Citadel (as described in Chapter 
  II). 
  Detections: The entire area radiates a hint of evil due to the 
  Corrupted and the demonvessel. Encounters IV-F and IV-G 
  radiate strong magic.
  Standard Features: Unless otherwise noted, all doors are 
  locked, pivot on a central point, and are made of stone. Also, each 
  room is as tall as it is wide, except where otherwise noted. Thus, a 
  majority of hallways in the Citadel are only five feet tall. In these 
  cramped areas, a character suffers a –2 penalty to attacks and 
  saving throws. The entire area is dark. 
  Map Used: Map D: The Catacombs and Map E: The Key.
  The characters enter the catacombs with the portal rune obtained from Galm. Yet 
  instead of sending the characters to a timeline similar to that of the Citadel, strange 
  chaotic energies exerted by the Faceless Lord send the characters many years into 
  the future (relative to the Citadel). 
  A demiplane created by Dwurfater, the catacombs serve a dual purpose. The 
  first is an actual catacomb for the dead kings of Clan Flammeaxte who lived in 
  the Citadel. The second purpose is to guard the key. The dwarves believe that the 
  spirits of their dead kings exist throughout time as guardians. This function is also 
  to dissuade any visitors into believing that they are actually in the appropriate 
  demiplane with the key. 
  Thus, the first part of this level houses the tombs. Roughhewn out of granite, the 
  caves are lined with the bodies of the dwarven kings. Some of these rooms have 
  elaborate rune-covered walls emblazoned with gold leaf that list the battles and 
  victories of the dead. 
  During his first few millennia trapped within his own vault, the Faceless Lord 
  used what small divinity he had to find this demiplane and exert his influence upon 
  it. He believed that doing so might return the key to him. Dwurfater subverted 
  the Faceless Lord’s folly by further strengthening the guardians and traps with the 
  Faceless Lord’s own slimes and oozes. 
  In this subversion, the power of the Faceless Lord created a special type of 
  undead, the Corrupted (see Appendix B: New Monsters). The Corrupted are 
  mindless and attack the characters on sight, as described in Encounters IV-D and 
  IV-K. Two other residents in the tombs of priests and kings are worth noting. One 
  is the ghost of Galm. Years after the characters leave the “Siege of Orcus” era, King 
  Galm, whom the characters met in the Citadel, was assassinated for allowing the 
  characters into the catacombs. Now that the characters are in a different (and future) 
  relative timeframe, they might once again meet Galm. 
  Galm’s ghost laments the division between the dwarves and may become enraged 
  or helpful depending on how the encounter unfolds with the characters in the “Siege 
  of Orcus.” Galm holds no ill will about his decision to allow the characters into the 
  catacombs. His torment is that Kinst opened the gate in the first place and that many 
  innocent dwarves lost their lives. 
  Chapter Four: The Key
  Chapter Four: The Key
  
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  30|chAoS riSing
  mAp d: thE cAtAcomBS
  mAp d: thE cAtAcomBS
  
  chAptEr Four: thE kEy 
  chAptEr Four: thE kEy |31
  |31
  Similarly, a demonvessel is present who may remember the characters. The 
  demonvessel is the remains of Kinst. If Kinst encountered the characters in the 
  “Siege of Orcus” and they foiled his plans, he definitely remembers them and 
  becomes incensed. 
  Beyond the catacombs is the key complex. A number of oozes and similar 
  creatures are in the complex due to the Faceless Lord’s influence. The complex 
  ends in a series of three rooms designed to prevent anyone from obtaining the key. 
  When he was laid to rest by the new king, Galm entered the catacombs centuries 
  before the characters. Similarly, preceding Galm, Kinst was laid to rest and also 
  entered the catacombs at a different time before the characters. 
  EncountEr iv-A: ghoSt oF gALm  
  EncountEr iv-A: ghoSt oF gALm  
  (ArEA d-1)
  (ArEA d-1)
  A number of burial vaults are sealed and undisturbed along 
  two walls. Intricate stone carvings, presumably of the entombed, 
  adorn the covers of each vault. Some of the carvings show a 
  dwarf in battle; some are of dwarves with large crowns and 
  hideously large smiles on their faces; some are more detailed, 
  with shields and weapons seeming to burst from the stone. 
   
  The walls are made of smooth bricks of black rock, like the 
  bricks inside a forge. Soot is everywhere, as if the entire room was 
  ablaze at one point. A few tracks lead from the entrance to a large, 
  life-sized statue in the room’s center. A dwarf statue stands high 
  on a dais, holding a battleaxe with two hands and wearing plate 
  armor with a hammer tied to its belt. The statue seems somehow 
  familiar. 
  This is one of the tombs containing the remains of kings of the Citadel. The statue 
  is of King Galm. Although vilified for allowing the characters into the catacombs, 
  many dwarves remembered his (presumably) remarkable victory over the demons. 
  A character may recognize the statue if he or she previously encountered King 
  Galm. On the statue are Galm’s +1 plate mail, +2 battleaxe, and crown (a simple 
  band of gold with 3 large rubies valued at 2,000 gp each). The ghost of Galm hides 
  within the statue. 
  A chill wind emanates from the statue. Galm may speak, blink the statue’s eyes, 
  or prepare to strike, depending on how the characters interacted with Galm in the 
  “Siege of Orcus.” Galm knows of the key, but does not know of the magical traps. 
  He can direct the characters passed the boulder trap (Encounter IV-C) and to the 
  secret door leading south. Finally, Galm may ask the characters to help him destroy 
  the “evil one” (Kinst) who torments him. Galm is much more subdued in unlife, but 
  he is still very keen. 
  Galm desires to be laid to rest. His torment is that Kinst betrayed the dwarves 
  and held a position of such high confidence, and so he blames himself for the lives 
  of the dwarves who died. Furthermore, Galm suspected in life that Kinst was his 
  own son. Galm never confessed his tryst with Kinst’s mother to anyone, especially 
  to Kinst’s father. Galm always helped Kinst out behind the scenes on the off chance 
  that he was his son, though now he feels that he overlooked the obvious evil in 
  the boy due to his guilt about the adultery, and many dwarves lost their lives as a 
  consequence. Galm’s torment continues as Kinst’s flourishes and walks in unlife 
  as a demonvessel. Galm now desires that Kinst’s soul be extinguished for the evil 
  Kinst caused. Defeating Kinst and returning evidence of the bodak’s destruction to 
  Galm lays Galm’s soul to rest at last, releasing him from unlife. 
  King Galm, Ghost: HD 5; HP 33; AC 0[19]; Atk spectral touch (1d6); 
  Move 12 (fly); Save 12; AL C; CL/XP 7/600; Special: +1 or better 
  magic or silver weapon to hit, corrupting gaze (3/day, 30ft range, 1d8 
  damage, save resists), magic resistance (50%). (Monstrosities 190)
  EncountEr iv-B: dEmonvESSEL oF kinSt 
  EncountEr iv-B: dEmonvESSEL oF kinSt 
  A soft whispering noise can be heard just ahead. A chill is in the 
  air, and the smell of blood fills your nose. You hear the shuffling of 
  feet and see something dart about up ahead. Around a corner, you 
  see the long cowl of a figure you judge to be a dwarf. A long hand 
  paws at the wall as the figure peers at you. From your vantage, 
  you can see that it wears the robes of a priest and seems to have a 
  long piece of burned wood around its neck. 
  The figure is Kinst lamenting his failure to become a powerful lord (his failure 
  might be due to the characters’ actions in the Citadel during the “Siege of Orcus”). 
  Kinst’s soul is damned to wander the catacombs as a demonvessel. As a mockery, 
  the dwarves laid Kinst to rest as a “king,” basically in the hallway of the catacombs, 
  so that throughout time he would lie and see the true kings of the Citadel knowing 
  he would never reach that status. 
  Hateful and remorseful, Kinst sometimes lurks in the tomb where Galm is 
  buried. He sits upon a vault whispering hateful words and chastising Galm for not 
  showing him the true path, interspersing his dialogue with gleeful gibberish about 
  how he triumphed over Galm.
  If the characters dispatched Kinst in the “Siege of Orcus,” he may remember 
  them (2-in-6 chance). A character recognizes Kinst if he or she encountered Kinst 
  previously. Kinst still has the heart of a coward and may flee and attempt to ambush 
  the characters later. Around Kinst’s neck is a small totem he made to remind himself 
  of the totem he used to start the “Siege of Orcus.”
  Kinst wanders constantly and may be found anywhere in the catacombs. You 
  should place him appropriately.
  Kinst, Demonvessel: HD 10; HP 68; AC 1[18]; Atk 2 claws (1d8 + 
  1d6 cold); Move 12; Save 5; AL C; CL/XP 13/2300; Special: +1 or 
  better weapon to hit, cold (additional 1d6 damage, save for half), 
  demonic aura (30ft radius, automatic 1d4 damage/round and –1 
  penalty to hit and saves, save resists), immune to charm and sleep, 
  magic resistance (10%), resistances (cold, fire, lightning) (50%). 
  (Monstrosities 115)
  EncountEr iv-c: BouLdEr trAp  
  EncountEr iv-c: BouLdEr trAp  
  (ArEA d-2)
  (ArEA d-2)
  This hallway has a faux ceiling made of plaster that is painted to resemble 
  roughhewn granite. Evenly spaced about the floor are four tripwires made of thin 
  hairs. Stepping on a wire releases one of four boulders concealed in a cavity above 
  the plaster. Each boulder is five feet in diameter. 
  The hallway is also at a steep incline (30 degrees), so any boulder that falls 
  may roll through other tripwires and trigger more boulders. This is an exceptionally 
  fatal trap if all four boulders are triggered and the majority of the party is standing 
  in front of the first boulder. Characters who break a wire must roll below their 
  dexterity on 4d6 to dodge the rolling boulder. Any character who fails the check is 
  struck and takes 2d20 points of damage (save for half damage).
  EncountEr iv-d: corruptEd  
  EncountEr iv-d: corruptEd  
  (ArEA d-3)
  (ArEA d-3)
  Several apparently sick and feverish dwarves occupy this room. The dwarves 
  are lying in the room’s smallish alcoves and appear to be coughing or choking 
  — although, strangely enough, they make no sound. Each of the dwarves wears 
  chainmail and is armed with an axe. Their beards are tangled, and some seem to 
  have a blank stare on their gaunt faces. 
  These strange dwarves are actually undead creatures known as the Corrupted. 
  The characters may mistake the Corrupted for living dwarves. The Corrupted attack 
  mindlessly as soon as the characters enter the room. 
  Corrupted (Dwarves) (5): HD 6; HP 44, 42x2, 39, 38, 35, 32x2; AC 
  3[16]; Atk battleaxe (1d8); Move 9; Save 11; CL/XP 8/800; Special: 
  acidic slime (contact, 1d4 damage for 1d3 rounds, save avoids), 
  immune to charm and sleep, regenerate (2hp/round). (see Appendix 
  B: New Monsters)
  EncountEr iv-E: muSicAL chAirS  
  EncountEr iv-E: muSicAL chAirS  
  (ArEA d-4)
  (ArEA d-4)
  The walls, ceiling, and floor of this room are covered in sheets of beaten coper. 
  Stepping on the floor’s edge causes a creak of metal rubbing against stone. At 
  various intervals, the metal is warped, creating a pocket underneath. A five-step 
  dais made of green marble is in the center of the room. A large silver key is in the 
  middle of the dais. A huge blob of slime and goo surrounds the key, and the slime 
  covers the entire dais and overflows onto the floor. The ooze seems to have millions 
  of little crystals in it that reflect light in a prism of colors. 
  The gooey mass is actually an entity known as a prismatic slime. Because of the 
  size of the dais, the characters may be forced to walk on it as they move around 
  the room. The sticky slime is impervious to any elemental damage such as acid, 
  cold, fire, or even magic, but it can be scraped away and does not damage any tool 
  used to remove it. The slime and the key are merely decoys. If two characters are 
  standing on the dais at the same time, each of them must make a saving throw. If one 
  characters fails, there is no effect. If two fail, they effectively switch bodies (i.e., 
  their psyches trade places so that they find themselves within the other’s body). The 
  
  32|chAoS riSing
  32|chAoS riSing
  mAp oF thE thE cAtAcomBS
  mAp oF thE thE cAtAcomBS
  players should trade character record sheets. The switched characters have access 
  to all of their new host body’s physical attributes, but mental abilities (such as 
  spellcasting) do not transfer. 
  The transference lasts until the curse is removed by a limited wish or a more 
  powerful spell. In the meantime, it should make for interesting role-playing, 
  especially when the wizard goes charging into battle with his dagger and the mighty 
  barbarian scratches his head wondering where his wand of magic missiles is! If 
  multiple characters step onto the dais at the same time, simply match the pairs 
  randomly. The entire party could possibly be switched. Stepping on the dais again 
  does not trigger a reverse effect. 
  EncountEr iv-F: crAwLing up thE wALL (ArEA 
  EncountEr iv-F: crAwLing up thE wALL (ArEA 
  d-5)
  d-5)
  Along this hallway is a livestone, one of the Faceless Lord’s creations. This 
  large ooze has formed the sidewalls and ceiling, and it now yearns for prey. Once a 
  majority of the characters are under it, the livestone attacks and attempts to engulf 
  the party.
  Livestone: HD 5; AC 9[10]; Atk slam (1d8); Move 9; Save 12; AL N; 
  CL/XP 7/600; Special: deflect attack (creature can save to harden 
  shape for half damage), engulf (1hp damage/round, save to avoid), 
  immune to petrification, solidify (harden shape, engulfed creatures 
  take 8d6 damage per round), surprise (1–4 on 1d6), vulnerable 
  to stone to flesh (1d6 damage per caster level, ejects engulfed 
  creatures). (The Tome of Horrors Complete 361)
  EncountEr iv-g: SLimE vS. SLimE  
  EncountEr iv-g: SLimE vS. SLimE  
  (ArEA d-6)
  (ArEA d-6)
  This room is similar to Area D-1. One of the vaults, however, is full of ooze. 
  The center vault or crypt contains a dormant mustard jelly that awakens at the 
  first vibration (i.e., a sound, a footstep) from anyone entering the room. Another 
  dormant ooze, a stun jelly, is on the ceiling. This nearly transparent ooze covers 
  the area of the ceiling opposite the crypt containing the mustard jelly. If the crypt 
  is disturbed and opened, the stun jelly senses movement and drops onto the victims 
  and/or the floor to attack. The oozes are semi-aware of each other and realize that 
  neither is as tasty as the characters’ flesh. 
  Mustard Jelly: HD 7; HP 49; AC 2[17]; Atk slam (2d4 + 1d4 acid + 
  constrict); Move 12; Save 9; AL N; CL/XP 12/2000; Special: +1 or 
  better magic weapons to hit, acid (additional 1d4 damage), constrict 
  (after successful slam, automatic 2d4 damage, save avoids), divide 
  (more than 10hp jellies can split in two with move 15), energy 
  absorption (absorbs electrical or magic missile damage to regain hit 
  points equal to damage inflicted), magic resistance (15%), immune 
  to electricity and magic missiles, resist cold (50%), slow aura (10ft 
  radius, as slow spell, save each round or slowed near jelly plus 1d4 
  rounds). (The Tome of Horrors Complete 340)
  Mustard Jelly: HD 7; HP 49; AC 2[17]; Atk slam (2d4 + 1d4 acid + 
  constrict); Move 12; Save 9; AL N; CL/XP 12/2000; Special: +1 or 
  better magic weapons to hit, acid, constrict (after successful slam, 
  automatic 2d4 damage, save avoids), divide (more than 10hp jellies 
  can split in two with move 15), energy absorption, magic resistance 
  (15%), poison , resist cold (50%), slow aura (10ft radius, as slow spell, 
  save each round or slowed while near jelly plus 1d4 rounds). (The 
  Tome of Horrors Complete 340)
  Stun Jelly: HD 4; HP 28; AC 5[14]; Atk slam (1d6 + 1d6 acid + 
  paralysis); Move 12; Save 6; AL N; CL/XP 6/400; Special: acid 
  (additional 1d6 damage after slam, does not harm metal or stone), 
  engulf (paralyzed targets, automatic acid damage), immune to 
  electricity, paralysis (3d6 rounds, save avoids), surprise (1–3 on 1d6). 
  (The Tome of Horrors Complete 341)
  EncountEr iv-h: StonE portAL  
  EncountEr iv-h: StonE portAL  
  (ArEA d-7)
  (ArEA d-7)
  The hallway ends abruptly. A large stone barrier here blocks further access. The 
  barrier seems to be a large block of granite, and in its center is the Dwarven rune for 
  death. Surrounding the rune are many warnings carved or painted onto the stone. 
  The warnings read, “Do not enter. Grave danger!” and “Only evil seeks what is 
  within!”
  A five-foot cube of granite blocks the path down to the key. The characters must 
  dig or mine through the cube to gain access below. There is nothing unusual about 
  the granite; magic affects it as per standard stone. 
  If the demonvessel survived up to this point, he ambushes the characters here. In 
  any event, the mining, loud noises, or even spellcasting awakens a vile vampiric 
  
  chAptEr Four: thE kEy 
  chAptEr Four: thE kEy |33
  |33
  ooze. The ooze long ago found refuge in a small space above the stone barrier. As 
  soon as someone begins to pound on the rock, the yellowish ooze slips out of this 
  area and flows down the face of the rock. The ooze has not found a decent morsel 
  to consume since it found itself here eons ago. It attacks relentlessly due to its 
  unnatural hunger. 
  Vampiric Ooze: HD 8; HP 54; AC 8[11]; Atk strike (2d4 + level 
  drain); Move 6 (climb 6); Save 8; AL C; CL/XP 10/1400; Special: 
  create spawn (slain creatures become zombies in 1d4 rounds), 
  immune to cold and electricity, level drain (1 level with hit, save 
  resists, ooze gains 1HD with each level drained), split (cold or 
  electricity causes division into 2 oozes each with half hit points of 
  original), vulnerable to sunlight (destroyed in one round if unable to 
  escape). (The Tome of Horrors Complete 417)
  EncountEr iv-i: chimErA gAtE  
  EncountEr iv-i: chimErA gAtE  
  (ArEA d-8)
  (ArEA d-8)
  Dust hangs heavy in the air. The floor is black marble, crossed 
  by small bars of silver. The ceiling high above is painted and 
  shows a great battle. A picture of a large black cube that sits on 
  a representation of the Devil’s Finger is on the north wall. Above 
  the cube is a vortex of swirling color with hundreds of red eyes, 
  and a demon army is shooting out of the black cube like a ray. A 
  picture of a seething dwarf striking a hammer against an anvil 
  is on the south wall. The dwarf has black hair and large brown 
  eyes; his teeth flash white as he grits them. From the anvil, a 
  spray of dwarves shoots forth and meets the painted demons in 
  combat. To the west, a gigantic 15-foot-tall circular door stands 
  closed. A large tablet with numerous runes on it is in the center 
  of the door. Large statues of three-headed beasts with the bodies 
  of lions stands on either side of the door. The statues’ stony paws 
  are made to look as if they are swiping at each other. Their other 
  paws are raised, ready to strike anyone standing before the door.
  This room is the first of three traps designed to protect the key. Each room is 
  30 feet tall and has carvings showing the evil works of the Faceless Lord on the 
  north side with the good works of Dwurfater on the south. On the far side is a large 
  15-foot-tall circular door. You may wish to copy the tablet’s inscription to hand to 
  the players. The tablet in the center of the door reads as follows in ancient Dwarven:
  Call forth the chaos!
  Time lost he came to the shores of this world.
  Defeated by the hand of dwarf.
  His amulet is what you seek.
  Go away! Go away!
  Desire it, love it, hate it, make merry. 
  Take the eyes of the guardians, multiply by their feet, and 
  subtract their scaled heads.
  Speak the number of the enemy in the tongue of the enemy. 
  To open the door, the characters must say the number “86” in Abyssal. The 
  solution is 11 eyes (one chimera has 5 eyes, and the other has 6) times 8 feet (4 
  on each chimera) minus 2 scaled heads (2 dragon heads) (11 x 8 – 2 = 86). The 
  characters might not notice that the black dragon head on one chimera is missing 
  an eye. The characters should specifically state that they are looking at the heads 
  to notice this fact. Any answer that is incorrect or spoken in a language other than 
  Abyssal activates the chimera. 
  Also, the characters cannot “divine” an answer through magical means. The 
  magical enchantments of the Citadel prevent access to planes of evil. Furthermore, 
  good-aligned planes and deities cannot answer in Abyssal, for it is the language of 
  evil, and have little use for those seeking to obtain (no matter the purpose) a demon 
  prince’s amulet. The characters must determine the answer on their own without 
  outside assistance. Finally, knock spells do not function on the lock. 
  To make this encounter difficult, do not allow the players access to a calculator 
  or other device. Allow players only one round to write down any calculation, and 
  do not allow them to continue until their turn. This is to simulate the difficulty of 
  calculating an answer while in the midst of combat. 
  The chimeras return to their stasis only if the lock is successfully opened. If 
  the chimeras are killed, they disappear and reappear as statues in the alcove five 
  minutes later. Thereafter, they attack again if the lock cannot be opened.
  Chimera (Red Dragon Head): HD 9; HP 67; AC 4[15]; Atk 2 claws 
  (1d3), 2 goat horns (1d4), lion bite (2d4), dragon bite (3d4); Move 9 
  (fly 18); Save 6; AL C; CL/XP 11/1700; Special: breathes fire (3/day, 
  50ft range, 3d8 damage, save for half). (Monstrosities 66)
  Chimera (Black Dragon Head): HD 9; HP 61; AC 4[15]; Atk 2 claws 
  (1d3), 2 goat horns (1d4), lion bite (2d4), dragon bite (3d4); Move 9 
  (fly 18); Save 6; AL C; CL/XP 11/1700; Special: breathes fire (3/day, 
  30ft stream, 3d8 damage, save for half). (Monstrosities 66)
  Tactics: The larger chimera has a red dragon head and 
  breathes fire. The smaller chimera has a black dragon head and 
  breathes acid. Since both creatures are under a magical influence, 
  they attack unremittingly. Each uses its breath weapon as often 
  as possible, and both concentrate on a different enemy. 
  EncountEr iv-J: nASAL JELLiES  
  EncountEr iv-J: nASAL JELLiES  
  (ArEA d-9)
  (ArEA d-9)
  This room is completely bare. Unlike the previous room and 
  hallway, the walls in this room are smooth. Painted on the 30-foot-
  high ceiling and walls are a swirl of blood red, filth brown, and 
  putrid green colors. Large fist-sized red gems are embedded in the 
  walls and ceiling. The room is full of dust. Particles of dust glint 
  in your [light source]. Across from the large door is an identical 
  15-foot-tall circular door with another large tablet in the center. 
  The room is a perfect cube of smooth stone. For every round the characters spend 
  in the room, they must make a saving throw, with failure meaning that a characters 
  sneezes with tremendous force. The character must immediately make another 
  saving throw or be subject to feeblemind for 1d3 rounds. The product of the sneeze 
  appears 10 feet in front of the characters as a small ochre jelly. The process repeats 
  itself each round until the characters leave the room. 
  Ochre Jelly (as needed): HD 6; AC 8[11]; Atk acid-laden strike 
  (3d4); Move 3; Save 11; AL N; CL/XP 6/400; Special: division 
  (lightning splits creature into 2 jellies with equal hit points). 
  (Monstrosities 353)
  Leaving will not be easy, however. You may wish to copy the tablet’s inscription 
  to hand to the players. The tablet in the center of this door reads as follows in 
  ancient Dwarven:
  Persistence.
  You desire evil and evil you shall bring if you continue. 
  Chaos abhors order as order brings righteousness to the natural state.
  One of chaos came and was defeated.
  Shall you be as well?
  Desiring chaos and evil now, you shall be one with it. 
  Speak forth the answer to the following in the tongue of evil:
  What is the end of chaos?
  The start of swords,
  The beginning of every secret,
  And the end of the lords?
  As soon as a character comes within 10 feet of the inscription, the ceiling begins 
  lowering at a rate of one foot per round. After 18 rounds, the ceiling crushes all who 
  remain in the room. Once the inscription is read, begin counting off rounds aloud to 
  give players a sense of urgency to solve the riddle. If the characters fail to solve the 
  riddle in a minute and a half, they are crushed. When the ceiling reaches the floor, 
  the room remains in this state until the end of the adventure, effectively blocking 
  the way to the key. 
  The answer in Abyssal is the letter “S.” If this is said aloud, the ceiling returns 
  to its full height. As with the previous encounter, the characters cannot “divine” 
  an answer through spells or some other means. Basically, the characters must 
  determine the answer on their own without outside assistance. 
  
  34|chAoS riSing
  34|chAoS riSing
  EncountEr iv-k: thE SLicEr (ArEA d-10)
  EncountEr iv-k: thE SLicEr (ArEA d-10)
  Each of the doors in this room is hexagonal and seven feet in diameter. Each of 
  the hexagons has faces carved and painted on it: one face is a dwarven visage with 
  a horned helmet and a long beard; the other face has no lips, ears, or nose, but has 
  dozens of painted red eyes. On the walls near the “dwarf door” is a depiction of a 
  great army of skeletons flowing up a valley toward the Devil’s Finger. The scene 
  shows a cowled figure raising his hand in triumph, with many dwarven bodies on 
  the ground around him. The scene in the next panel on the door shows dwarves 
  being torn apart by undead and the cowled figure lying prone and bleeding on the 
  ground. The last panel shows a spirit rising from the cowled figure. The spirit is very 
  tall, with cold blue eyes, and it shakes his hands in rage at the heavens. The undead 
  about him seem to walk aimlessly around the Devil’s Finger. 
  The walls by the faceless door show a boar-headed demon driving a horde 
  toward the Devil’s Finger. The next scene depicts the boar-headed demon talking to 
  a dwarf, followed by the image of the dwarf waving a wand and demons appearing 
  in front of him. The next panel shows the dwarf being hung in the Citadel’s main 
  hall. The last panel shows a spirit of the evil dwarf rising up in the form of a gray 
  creature holding an arm over his head to shield its face from the glory of a stoic 
  dwarven deity. 
  The floor of the room is made up of black and white marble squares. Grooves are 
  visible around each tile. A large brass key suspended by a wire from the ceiling is in 
  the center of the room. Surrounding the key are several motionless dwarves. They 
  seem to be perspiring profusely despite the fact that they are not moving. 
  This room has stonework unlike any other section of the Citadel. Instead of 
  seamless stone, this area is made of marble tiles set apart with deep groves between 
  them. Lengths of razor-sharp wire rest in the grooves. Pressure plates (denoted by 
  an “X” on Map D) trigger the wires and cause them to rise rapidly, slicing into the 
  foot of anyone standing on the grooves. The wires attack as 6 HD creatures. Anyone 
  sliced by the wire takes 3d6 points of damage (save for half). 
  The dwarves — a gang of 8 Corrupted lurking inside — immediately attack the 
  characters once they enter the room. The Corrupted know of the pressure plates and 
  put two of their members in position to activate them at opportune times. 
  The key is a fake. If any character touches the key, it turns to dust, and a magic 
  mouth activates. The magic mouth laughs and says in Dwarven, “You did not think 
  it would be that easy, did you?” Once the key is touched, two doors open to reveal 
  two different passageways. The only way to open the doors is by touching the fake 
  key. One door opens to reveal a hallway, at the end of which is a gold-embossed 
  door. This is a false door, and in front of it is an 80-foot-deep pit trap. The other 
  door leads to a stairwell down to the true key. Anyone falling into the pit takes 8d6 
  points of damage.
  Corrupted (Dwarves) (8): HD 6; HP 45, 43, 40, 39x2, 38, 33, 31; AC 
  3[16]; Atk battleaxe (1d8); Move 9; Save 11; CL/XP 8/800; Special: 
  acidic slime (contact, 1d4 damage for 1d3 rounds, save avoids), 
  immune to charm and sleep, regenerate (2hp/round). (see Appendix 
  B: New Monsters)
  EncountEr iv-L: thE kEy room
  EncountEr iv-L: thE kEy room
  The long stairway ends abruptly in a smooth stone landing. Beyond 
  the landing is a room with its own light source. The landing, however, 
  drops off into a chasm, the depth of which is impossible to estimate.  
   
  The room itself is large and round. The ceiling is 50 feet high at 
  its apex, rounded like a dome. In the center of the room is a large 
  column that begins from the darkness below and ends 10 feet above 
  the landing. The column is almost 40 feet from the landing’s edge.  
   
  The source of the light is a large anvil atop the pillar. The anvil 
  sits on a three-step dais on the pillar’s summit and fills the room 
  with a silvery light. It looks to be made of silver or platinum. Even 
  from this distance, you can tell that hundreds of intricate black 
  runes cover the anvil. Flanking the anvil are two metal statues 
  of 10-foot-tall dwarves, both of them armed with large axes and 
  posed as if they were in combat. 
  The anvil is the key. It is made of pure platinum, weighs 500 pounds, and is 
  worth 250,000 gp based on the value of the metal alone. The anvil emits a pale 
  light to 50 feet in all direction. It also radiates a 25-foot anti-magic shell, which is a 
  permanent effect. The characters must rely on their wits and natural abilities instead 
  of magic in order to obtain the key. They must deal with this cumbersome challenge 
  until they open the vault and the anvil teleports back to this location. Any spells cast 
  within the sphere fail automatically. Furthermore, all wondrous items and magic 
  abilities within the sphere are suppressed. 
  The statues on each side of the key are 2 iron golems. The golems are both within 
  the anti-magic shell. This means that they, like the anvil, cannot be the targets of a 
  magical attack. This also means that they can be struck by normal weapons while 
  within the field. They are still animated, however, and otherwise function normally. 
  If an unknowing character approaches the key with magical aid (such as a fly 
  spell), the spell shuts down as soon as the character passes into the anti-magic zone. 
  Since this is a demiplane, anyone falling into the chasm falls for eternity. Anyone 
  who successfully reaches the key is attacked by the golems, which were ordered 
  long ago to protect the key at all costs. Once the golems are eliminated as a threat, 
  the characters must come up with a non-magical, mundane means of removing the 
  key, such as rigging a block-and-tackle system. 
  To complicate this issue, the dwarves engineered certain areas around the column 
  to break away if anyone should land on them. Anyone over 50 pounds in the shaded 
  area on Map E must roll below their dexterity on 4d6 or fall into the chasm. 
  Iron Golems (2): HD 16; HP 80; AC 3[16]; Atk weapon or fist (4d10); 
  Move 6; Save 3; AL N; CL/XP 17/3500; Special: +2 or better magic 
  weapons to hit, healed by fire, immune to most magic, poison gas 
  (10ft radius cloud, save or die), slowed by lightning. (Monstrosities 221)
  Tactics: The golems attempt to grab characters and throw the victim 
  over the edge. 
  concLuding thE chAptEr
  concLuding thE chAptEr
  Once the characters have the key, they must trek back to the portal from whence 
  they came. Moving the key should be a very difficult challenge. First, it weighs 
  500 pounds; second, it is a beacon of light; third, it creates an anti-magic shell in 
  a 25-foot radius. Although many of the guardians and monsters in the catacombs 
  might be defeated, the challenges in “Necromantic Dreams” are even harder with 
  this burden. 
  Once the characters reach the portal, they can use it even though it is within the 
  anti-magic shell, for the portal’s source for its magic is not in proximity to the key. 
  Thus, the characters can step through with the key — and hopefully, surprisingly 
  for them — not return to the “Siege of Orcus” but to the nightmarish “Necromantic 
  Dreams.”
  
  chAptEr FivE: AScEnt - nEcromAntic drEAmS 
  chAptEr FivE: AScEnt - nEcromAntic drEAmS |35
  |35
  introductory chArActEriSticS
  introductory chArActEriSticS
  Wandering Monsters: The entire Citadel is now abandoned. 
  Only the remnants of an army of undead occupy the fortress. 
  Check every 30 minutes on a 1d12. 
  1d12
  Encounter
  1
  The dark custodian Giltz from Encounter V-A
  2
  The vampires from Encounter V-E
  3
  Roaming pack of 2d4 mummies 
  4
  2d4 ghasts and 1d6+6 ghouls 
  5–6
  An NPC party (see Chapter II)
  7–12
  No encounter
  Ghasts (2d4): HD 4; AC 4[15]; Atk 2 claws (1d3), bite (1d6); 
  Move 15; Save 13; AL C; CL/XP 5/240; Special: paralyzing 
  touch (3d6 turns, save avoids), stench (10ft radius, save or 
  suffer –2 penalty on attack rolls). (Monstrosities 189)
  Ghouls (1d6+6): HD 2; AC 6[13]; Atk 2 claws (1d3 + paralysis), 
  bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: 
  immunities (charm and sleep), paralyzing touch (3d6 turns, 
  save avoids). (Monstrosities 191)
  Mummies (2d4): HD 5+1; AC 3[16]; Atk strike (1d12); Move 
  6; Save 12; AL C; CL/XP 7/600; Special: +1 or better magic 
  weapons to hit, rot (prevents magical healing, wounds 
  heal at one-tenth normal rate, remove curse lifts curse). 
  (Monstrosities 340)
  Shielding: Teleportation or travel outside the Citadel in any 
  form is impossible, as previously described. 
  Detections: The characters detect a minor evil throughout the 
  Citadel. The Temple (Area C-6) radiates a strong evil because it 
  has been thoroughly defiled by Giltz.
  Standard Features: Unless otherwise noted, all doors are 
  on a central pivot and made of stone. Since the Citadel was 
  carved out of the granite of the Devil’s Finger, the floor, walls, 
  and ceiling are seamless. The rock is polished smooth and has a 
  mirror-like quality; also, every noise echoes throughout the stone 
  structure. Both of these qualities of the Citadel’s environment 
  make sneaking about or hiding very difficult (–20% Move Silently 
  penalty). On the other hand, the echo effect makes it easier for a 
  party to hear what is ahead and around the bend. Also, each room 
  is as tall as wide, except where otherwise noted. Thus, a majority 
  of hallways in the Citadel are only five feet tall. In these cramped 
  areas, a character suffers a –2 penalty to attacks and saving 
  throws. The entire area is dark. 
  Maps Used: Map B: The Citadel — The Upper Halls; Map C: 
  The Citadel — The Lower Halls
  Returning from the events of Chapter IV, the characters enter the lower archway 
  and travel through time to 1,200 years before the “present” on their home plane. 
  Coming back through the archway, the characters may anticipate that they are 
  returning to the vibrant time of Galm with a siege of demons and dwarves running 
  about to defend the Citadel. Or perhaps they are the heroes of the Citadel, and 
  getting back to the upper archway should be an easy trek …
  This anticipation is shattered when they return through the archway and enter the 
  Citadel’s demiplane in another era. Thus, the characters must reinvestigate many 
  chambers they previously explored, as these areas are populated with a fresh slate 
  of foes. If this proves too difficult a task for certain parties, tailor the encounters to 
  match the characters’ resources. 
  The events of “Necromantic Dreams” occur more than a century after the last 
  dwarves to occupy the Citadel were slaughtered by an army of undead commanded 
  by the necromancer Giltz, who learned through his studies that the Citadel held the 
  key and the means to access it. Inscribing the portal rune on his undead minions, he 
  brought his host of undead against the dwarves. 
  The dwarves at the time were in a period of decline. Many of them had left the 
  Citadel for their ancestral homes. Others felt that there was no longer a need to 
  defend a key that seemed to be more myth than threat. Moreover, the work of the 
  Cabal of the Beard had decimated the dwarves’ strength. So, when Giltz arrived, he 
  did not face a fully defended stronghold. 
  The final dwarven defenders made a trap for Giltz. Though dying in the process, 
  the dwarves struck a mortal blow to the priest. Upon his death, Giltz’s animosity 
  and anger for his failure at the doorstep of success was so great and his debt to the 
  powers of death so large that he now roams the Citadel as a dark custodian. The 
  characters must face Giltz to enter the upper archway. If they have the key with 
  them, Giltz brings whatever forces he can against the characters. 
  We highly recommend that two or more parties of NPCs described in Chapter II 
  be placed in this era. One group is the Cabal of the Beard, which was sent forward 
  in time to take the key from the characters. Persuading the cabal to join forces with 
  the characters is possible, especially if another NPC group is attempting to acquire 
  or already has acquired the key. 
  Another group recommended for this era is the Brotherhood of Ooze. The 
  members of the brotherhood are fanatical devotees of the Faceless Lord who are 
  ineptly searching for the key. Basically, the brotherhood is a band of bumbling 
  dolts intended to bring a bit of levity to the adventure. The brotherhood is wary of 
  Giltz and might join forces with the characters to destroy him. The brotherhood 
  immediately takes the key if possible, though. 
  You could also easily place the mercenary Imbo, the devil-following Silver Eyes 
  (who possibly received information about the characters from the devil spy), or 
  even Raob and Sleeara. In any event, you must know your party’s strengths and 
  weaknesses. Using these NPCs is important, but only where the characters stand a 
  chance; otherwise, they are overkill and not fun. 
  One eventuality is that an NPC acquires and leaves the Citadel with the key. 
  Make anyone leaving the Citadel return to the characters’ present time, including 
  the cabal. Thus, the characters must fight in and around the Devil’s Finger in the 
  time up to the blood moon. Due to the strange temporal nature of the archways, 
  the characters and the NPCs return 10 days before the blood moon. This should be 
  plenty of time to reacquire a key from those desiring a cataclysm of evil. 
  Other than Giltz and any NPCs you place, the other Citadel residents are various 
  undead who are also driven by their thirst to extinguish life. Shadow mastiffs 
  constantly hunt the infrequent visitor or adventuring party (Encounter V-B). 
  Spectres of dwarven craftsmen continue to work on jewelry and metalworking, 
  even though they can no longer craft their work (Encounter V-C). A band of allips 
  (Encounter V-D), shades of long-dead dwarves bemoaning the loss of the Citadel, 
  harbor a deep-seated hate of those who attempt to make it their home. Finally, there 
  is a pair of vain vampires (Encounter V-E). 
  EncountEr v-A: giLtz thE dArk cuStodiAn 
  EncountEr v-A: giLtz thE dArk cuStodiAn 
  (ArEA B-1) 
  (ArEA B-1) 
  Pain and remorse are Giltz’s hallmarks. He inflicted both upon his enemies in 
  life. Now in unlife, he knows nothing but these two emotions. The last dwarves 
  sacrificed themselves to slay him, and his great anguish at the time of his defeat 
  propels him forward. 
  The dark custodian Giltz may be encountered as a wandering monster because 
  he constantly moves about. The dark custodian suffers a –2 penalty to attacks 
  and saves in low hallways. Giltz has retained most of the cruel intelligence of his 
  former life. Constantly seething with anger over his failure, Giltz’s only freedom 
  from remorse and regret is the momentary distraction of squeezing the life out of 
  others. It is extraordinarily unlikely that the characters will be able to communicate 
  with Giltz, especially if he encounters the characters with the Cabal of the Beard. 
  Dwarves drive Giltz into a froth, and he stops at nothing to see them destroyed. 
  Giltz wanders a bit, but if he sees the key, he might station himself at the upper 
  portal, blocking it with his mass if necessary. 
  Giltz is aware of other intruders, such as other NPC parties, but elects to allow 
  them to wander a bit to make a sport of their deaths. The characters are treated 
  differently if they have the key. 
  Chapter Five:  
  Chapter Five:  
  Ascent — Necromantic Dreams
  Ascent — Necromantic Dreams
  
  36|chAoS riSing
  36|chAoS riSing
  Giltz, Dark Custodian: HD 14; HP 101; AC 3[16]; Atk 
  touch (1d8 + grab + level drain); Move 0 (fly 27); Save 
  3; AL C; CL/XP 16/3200; Special: +1 or better magic or 
  silver weapons to hit, devour (after grabbing target, drain 2 
  levels per round until death), grab (save after touch or held 
  and become incorporeal, Open Doors check or successful 
  attack to escape), incorporeal (can move through walls and 
  objects), sense life (60ft), silence of the grave (20ft radius, 
  lasts 7 rounds, dark custodian gains +1 bonus to hit and 
  saves, –3 penalty to turn checks, creatures within 20ft must 
  save or be stunned for 1 round), sunlight powerlessness (in 
  natural sunlight), unnatural aura (30ft radius, animals won’t 
  approach).
  Tactics: Giltz plays with the characters unless one of them is a dwarf, 
  he recognizes the key, or if the characters are teamed with the Cabal 
  of the Beard. Giltz tries to eliminate a member in each attack and 
  attacks if the party is engaged with another foe. 
  EncountEr v-B: ghoSt dogS oF wAr  
  EncountEr v-B: ghoSt dogS oF wAr  
  (ArEA B-1)
  (ArEA B-1)
  The once great entry hall to the Citadel lies in ruins. Tattered standards and ripped 
  banners hang from the high ceiling and move slightly in the heavy air. Carvings 
  once proclaimed, “Welcome Friends!” and “Death to Fiends!” Gleeful at taking the 
  Citadel, prior to his death Giltz had his minions paint over the carvings so that they 
  read “Welcome Fiends!” and “Death to Friends!”
  When the characters enter, pools of viscous liquid form in the middle of the room. 
  The liquid spills down from a source that seems to be floating in midair — what 
  appear to be two sets of canine teeth. The teeth belong to 2 shadow mastiffs. At one 
  time, these creatures were Giltz’s personal pets. They now guard the entrance into 
  the Citadel (and the characters’ exit). Two of the shadow mastiffs are in the center 
  of the room. The other two are in opposite hallways preparing to flank the party. 
  Shadow Mastiffs (2): HD 3; HP 20, 18; AC 6[13]; Atk bite (1d6+1); 
  Move 18; Save 14; AL C; CL/XP 4/120; Special: baying (save or 
  flee in fear for 3d6 turns), concealment in shadow (40% chance to 
  vanishing after attacking), vulnerable to sunlight (move slowed to 9, 
  1d6 damage). (Monstrosities 417)
  Tactics: The shadow mastiffs track the characters if they flee. Each 
  mastiff alternates between baying and attacking. If he is not already 
  present, there is a 25% chance of Giltz being drawn to the room each 
  time a mastiff bays. 
  EncountEr v-c: SpEctrES oF thE pASt  
  EncountEr v-c: SpEctrES oF thE pASt  
  (ArEA B-3) 
  (ArEA B-3) 
  Unlike other parts of the Citadel in this era, this room does not seem to be in 
  disrepair. It contains numerous wooden benches and tables, and near its center is a 
  large brazier that has probably sat cold for over a hundred years. 
  At some of the tables, wispy images of dwarves sit staring at large pieces of 
  platinum and ruby jewelry. One of these incorporeal dwarves puts his hand through 
  the table, and another is sobbing softly to himself. 
  This is a workshop for jewelers whose pieces funded the Citadel for more than 
  1,000 years. In the characters’ home plane, these works of art are very valuable. 
  The dwarves are 4 spectres. Interestingly, each specter still longs to work on 
  the last object that remained incomplete during its life. Although their incorporeal 
  hands can no longer shape the stone and metal, if this fact is brought to their 
  attention, they grow angry with the reminder. In other words, a character blurting 
  out anything similar to “Don’t they know they are specters?” or “What idiots! They 
  can’t work those forges!” sends the spectres into a frenzy as their grief drives them 
  mad. Anyone examining their wares also incurs their wrath. 
  These specters were dwarves who refused to get up from their tables and 
  fight when Giltz attacked. Their longing for perfection kept them here endlessly 
  attempting to work on the items they cannot touch. 
  Spectres (4): HD 6; AC 2[17]; Atk spectral weapon or touch (1d8 
  + level drain); Move 15 (fly 30); Save 11; AL C; CL/XP 9/1100; 
  Special: +1 or better magic weapons to hit, level drain (2 levels with 
  hit). (Monstrosities 445)
  Treasure: The spectres are working on seven pieces of jewelry. They 
  are brocades of platinum and large rings with rubies. Each item is 
  worth 1,000 gp. 
  EncountEr v-d: BEmoAning thE pASt  
  EncountEr v-d: BEmoAning thE pASt  
  (ArEA B-9) 
  (ArEA B-9) 
  This room was cleared of its belongings to form a blockade prior to a skirmish 
  during the siege. As the characters approach, however, they hear the present 
  occupants: a pack of 5 ravening allips. The allips constantly bemoan their suffering, 
  speaking mournfully in an ancient Dwarven dialect. As previously mentioned, these 
  are the shades of dwarves who died defending the Citadel against Giltz. 
  Allips (5): HD 4; HP 30, 27, 26, 22; AC 5[14]; Atk strike (no damage, 
  drain wisdom); Move 6 (fly); Save 13; AL C; CL/XP 7/600; Special: 
  +1 or better magic or silver weapon to hit, drain wisdom (1d4 points 
  with hit), hypnosis (as suggestion spell). (Monstrosities 10)
  EncountEr v-E: LovE, undEAd StyLE 
  EncountEr v-E: LovE, undEAd StyLE 
  Even evil needs a reprieve. The two lieutenants of the host of undead led by 
  Giltz were very unusual vampires. One was Tenear, a victim of a union between 
  a foul demon and a beautiful nymph. Strikingly beautiful in life, Tenear hid her 
  bat-like wings and small horns under cloaks and long bangs. Living the life of a 
  highway bandit and later a baroness of a small cadre of criminals, her notoriety 
  grew. Unfortunately, this notoriety attracted the attention of Zaitan, a darker agent 
  of evil. 
  Zaitan seduced the vile Tenear with his unearthly charms. Once a demon and 
  now undead, Zaitan remembers little of the circumstances of his rebirth. His desire 
  for the opposite sex was ravenous, though. Many ladies fell victim to his deadly 
  kiss. Although satisfying, Zaitan desired something more.
  Tenear caught Zaitan’s eye. He was enraptured by her striking beauty and 
  unusual parentage. He desired her and did not wish to simply rob her of life. The 
  Abyss was no place for the likes of Tenear. Zaitan devised a plan and through his 
  wiles soon had Tenear swooning for him. At the right moment, he granted her the 
  dark gift. Ever since this union, the two have been mutually enraptured with one 
  another and their stunning and dark beauty. 
  Coming to the call of Giltz, Tenear and Zaitan were the advance guard against the 
  dwarves. When Giltz died, Tenear and Zaitan returned to their favorite pastime of 
  admiring one another. The demon’s amulet and the power that comes with it mean 
  very little to the pair. Since the day Giltz died, the two vampires find each other’s 
  company intoxicating. They do their best to avoid their tormented former master. 
  If the characters encounter these stunning and unusual creatures, they politely 
  ask the characters to leave them be. Although they hunger, the two frequently leave 
  the Citadel’s demiplane and hunt since they both have the appropriate rune. If the 
  characters persist in asking questions, the pair is likely to send them away with their 
  influences rather than attack. Basically, they view anyone below 18 Charisma as a 
  peasant. 
  Only if openly provoked do the two bring their full powers to bear. The two have 
  very little in the way of treasure, as they have little use for material items. 
  Tenear, Female Vampire: HD 9; HP 67; AC 2[17]; Atk bite (1d10 + 
  level drain) or +3 dagger (1d4+3); Move 12 (fly 18); Save 6; AL C; 
  CL/XP 12/2000; Special: +1 or better magic weapon to hit, charm 
  gaze (as charm person, –2 save), gaseous form, immune to fire, 
  killed only in coffin, level drain (2 levels with hit), regenerate (3hp/
  round), shapeshift, sight causes blindness (save or blind after seeing 
  vampire), summon rats or wolves. (Monstrosities 498)
  Equipment: blue satin gown, +3 dagger.
  Appearance: Tenear has long red hair that reaches almost to her knees. 
  She wears a simple gown of blue satin. From the back of the gown 
  emerge two large, bluish bat wings. She has two small black horns 
  that protrude from her forehead. She is incredibly beautiful … in the 
  darkest sort of way. 
  Zaitan, Male Vampire: HD 9; HP 61; AC 2[17]; Atk bite (1d10 
  + level drain); Move 12 (fly 18); Save 6; AL C; CL/XP 12/2000; 
  Special: +1 or better magic weapon to hit, charm gaze (as charm 
  person, –2 save), gaseous form, immune to fire, killed only in coffin, 
  level drain (2 levels with hit), regenerate (3hp/round), shapeshift, 
  summon rats or wolves. (Monstrosities 498)
  Appearance: Zaitan is very handsome. He has black hair that he keeps 
  very short, small black horns, and black wings. He wears a simple 
  red doublet over his milk-white skin. 
  concLuding thE chAptEr
  concLuding thE chAptEr
  Assuming the characters bypass or defeat Giltz and the various NPC parties and 
  do not incur the wrath of Tenear and Zaitan, they return to their home plane through 
  the upper archway. At this point, they have 10 days to prepare for the blood moon. 
  Although many days have passed to them, relatively few have passed in the outside 
  world. 
  If Sleeara and Raob were not dealt with previously, they must be now. In the 
  interim, Raob has possibly given up and moved his army away, believing that the 
  key never existed after spending days tunneling into nothing but granite. In any 
  event, in 10 days, the blood moon rises and with it, chaos. 
  
  chAptEr Six: thE princE oF SLimE 
  chAptEr Six: thE princE oF SLimE |37
  |37
  mAp E: thE vAuLt
  mAp E: thE vAuLt
  Chapter Six:  
  Chapter Six:  
  The Prince of Slime
  The Prince of Slime
  introductory chArActEriSticS
  introductory chArActEriSticS
  Shielding: Neither arcane nor divine spells can penetrate the 
  vault (Area A-7). Nothing can damage or see beyond its jet-black 
  obsidian walls. Ancient magical protections prevent anyone from 
  traversing through the Astral Plane in and around the Citadel and 
  the top of the Devil’s Finger. Thus, astral travel and teleportation 
  are impossible on, within, or 500 yards around the Devil’s Finger. 
  Within the vault, the following spells do not function: animal 
  summoning (any), astral spell, commune, commune with nature, 
  contact other plane, dimension door, find the path, gate, legend 
  lore, limited wish, locate object, monster summoning (any), 
  teleport, transport via plants, wish (some exceptions noted), and 
  word of recall. For more information, see below. 
  Detections: Characters detect strong evil and overwhelming 
  magic from the vault (Area A-7) due to the presence of the 
  Faceless Lord and his amulet. Also, the Devil’s Finger itself 
  radiates moderate magical energies. Within the vault, there is 
  overwhelming evil and magic. 
  Map Used: Map E: The Vault
  After obtaining the key, the characters must use it to enter the vault and obtain 
  the demon’s amulet. Retrieving the demon’s amulet, however, shall be much 
  more difficult than they could imagine. In some ways, their adventure is just now 
  beginning. 
  The characters may have learned that the vault also contains the Prince of Slime, 
  the Faceless Lord. They may have discovered this from Galm, Usis, the carvings in 
  the Citadel, the painting of enlightenment, or deduced it themselves. Since they had 
  14 days to complete their mission, they may only have 10 days remaining to prepare 
  for the confrontation with the Faceless Lord’s avatar. 
  The characters might also need to deal with Lord Raob and his army, either 
  through the guerrilla tactics of slowly weeding out the army or simply by driving 
  Raob off. Alternatively, Raob and Sleeara might take the key, and the characters 
  must deal with them once the vault is opened. 
  On the 14th day in the characters’ relative home plane after starting the adventure, 
  a blood moon rises in the east as the sun sets, casting the entire area in a crimson 
  glow. When this event occurs, stairs and a round door appear in the vault’s east side. 
  In the center of the door is an anvil-shaped depression into which the key must be 
  placed. Once this is done, blue-hued lightning covers the entire vault. When the 
  vault is opened, the immensely valuable key is teleported back to its residing area 
  in the catacomb demiplane. This is permissible through the shielding of that plane 
  because the anvil is the key. Thereafter, a door opens into the interior. 
  Once the door is opened, a blast of hot, moist air issues from the vault as the 
  obsidian door swings inward. Below the door are a number of steps leading down 
  to a small stone landing, and beyond the landing a sea of slime rolls as far as the eye 
  can see. Geysers of slime spout globs of sludge into the air. The door has opened 
  into a different plane, for it is impossible that this great sea could fit inside the vault. 
  About 100 feet beyond the landing is a large island of white sand. Bones of all 
  shapes, sizes, and colors litter the island. At one end is a 200-foot-tall gold cube, 
  featureless like the obsidian vault. 
  The interior of the vault is supernatural. Apparently, those who walk through 
  the door stand in the middle of a gigantic rolling slime ocean. The walls of the 
  vault are not visible. Yet anyone who approaches the walls or ceiling is rebuffed 
  by a magical force. The doorway in which the characters stand is in midair, 40 feet 
  above the slime. 
  
  38|chAoS riSing
  38|chAoS riSing
  The ocean is a myriad of purple, orange, and black slimes and oozes. The slime 
  is caustic and functions as if it were green slime, dealing 1d6 points of damage per 
  round as it devours flesh. In the first round of contact, the slime can be scraped off a 
  creature, but after such time it must be frozen, burned, or cut away (applying damage 
  to the victim as well). Characters are also at risk of drowning in the turbulent ocean. 
  Certain spells do not function in the vault due to the polluting magic originally 
  used by the Faceless Lord to construct it: animal summoning (any), astral spell, 
  commune, commune with nature, contact other plane, dimension door, find the 
  path, gate, legend lore, limited wish, locate object, monster summoning (any), 
  teleport, transport via plants, wish (some exceptions noted), and word of recall. 
  Also, “homebrew” spells or other spells that are not listed should be included in this 
  list at your discretion. 
  A sandy island rises in the middle of the slime ocean. A small surf of slime rolls 
  onto the island’s shores. The island is featureless except for a large 200-foot-square 
  gold cube supported by numerous eight-foot-tall stone pillars. 
  The entire area radiates overwhelming evil because the Faceless Lord lurks 
  below the slime, attempting to ascertain the characters’ intentions. The Faceless 
  Lord is compelled to protect the amulet due to the power Dwurfater used to trap 
  him. Yet he will not appear to the characters until their intentions are known. 
  The Faceless Lord is well prepared for those seeking his amulet. Although 
  compelled by Dwurfater to protect the amulet, he has done so in a way that amuses 
  him. 
  In his solitude, the Faceless Lord took the souls of the dwarves who perished 
  and became trapped with him inside the cube. He used their souls to craft four 
  alternate sub-planes. These sub-planes within this demiplane form a never-ending 
  amusement for the Faceless Lord as he tortures the souls. If the characters desire the 
  amulet, they must overcome the worst the Faceless Lord can offer. 
  A hollow shaft is in the center of the gold cube, and in this shaft is a large green 
  and white marble obelisk. The top of the obelisk barely crests the top of the cube. 
  Within the obelisk is the Faceless Lord’s amulet. To open the obelisk, a riddle must 
  be solved, but in order to read the riddle, the characters must first collect it. 
  Three of the obelisk’s four sides are covered with intricate gold runes. The north 
  side reads in Dwarven: He who seeks misery and decay shall find it by speaking 
  the solution! The south side reads in Elven (a hatred tongue of dwarves): Speak 
  the solution to the riddle and misery shall awaken! The east side reads in Abyssal: 
  Return the tables and answer the question and paradise is yours! The west side 
  is bare. Four large four-foot-by-four-foot square plates are visibly missing on the 
  west side. A frame stone around each plate shows where the plate should be placed. 
  The highest plate is 100 feet off the ground, and the lowest plate it 30 feet up. Four 
  symbols are in the back of the plate. 
  A circular stone platform that encompasses most of the area beneath the cube is 
  beneath the obelisk. Thirteen large openings are in the stone, some on the ceiling 
  and others on the floor. Around each circular opening are stones with the same 
  marking. Each opening has a different marking. 
  The stone circles are openings to shafts that lead straight down. Each circle is 
  coated with a different color of slime. Only those circles with the correct markings 
  corresponding to the symbols on the obelisk lead somewhere. The other circles and 
  shafts lead to almost certain death. The characters must intentionally jump into the 
  shafts. The walls of the shafts are slippery, but the characters can brace themselves 
  to climb out of the shaft. You are encouraged to create symbols for the 13 circles.
   
  thE thirtEEn circLES 
  thE thirtEEn circLES 
  The 13 circles and where they lead are detailed below:
  circLE onE
  circLE onE
  This circle is an incorrect choice. The shaft goes 300 feet straight down and 
  radiates some heat. At the end of the shaft is a furnace that is turned on every other 
  day. Anyone in the shaft when it is turned on (50% chance) takes 10d6 points of 
  damage per round (save for half).   
  circLE two
  circLE two
  The circle is a correct choice. It leads to a sub-plane of your choosing, possibly 
  the Slime Hole sub-plane described below. The cover of the shaft has a bubble of 
  brown liquid that seems ready to pop. The cover acts as a membrane that allows any 
  character to pass through but not pierce the membrane. After falling 150 feet, the 
  character moves through a gate to the Slime Hole demiplane. 
  circLE thrEE
  circLE thrEE
  This circle is an incorrect choice. It is above the characters on the ceiling, and 
  a pool of bluish slime drips from the sides of the shaft onto the stone floor. As a 
  character moves beneath the circle, he or she begins to levitate up toward the shaft. 
  After two rounds, characters enter the shaft itself and begins to accelerate as they 
  are pulled by reverse gravity. The shaft ends after 200 feet. Characters slam into the 
  dead-end and take 10d6 points of damage (save for half).
  circLE Four
  circLE Four
  This circle is an incorrect choice. A mound of black ooze pours out of it. The 
  ooze is actually a semi-dormant black pudding just waiting for characters to 
  willingly jump into it. The black pudding refuses to move from its shaft. The shaft 
  itself is only 10 feet long. 
  Black Pudding: HD 10; HP 68; AC 6[13]; Atk slam (3d8); Move 
  6; Save 5; AL N; CL/XP 12/2000; Special: acidic surface 
  (dissolve weapons, armor, etc.), immune to cold, divides when hit 
  with lightning (splits into two puddings with equal hit points). 
  (Monstrosities 46)
  circLE FivE
  circLE FivE
  This circle is a correct choice. It leads to a sub-plane of your choosing, possibly 
  the Ogre Rocks sub-plane described below. The shaft is coated with a thick stone-
  colored slime that looks like gray ooze; however, it is harmless. After falling 200 
  feet, a characters moves through a gate to the Ogre Rocks demiplane. 
  circLE Six
  circLE Six
  This circle is an incorrect choice. Like Circle Three, this circle is on the ceiling 
  and has active levitate and reverse gravity effects. The walls of the shaft drip white 
  ooze. Halfway up the shaft are 3 consecutive gelatinous cubes. The cubes almost 
  certainly completely envelop any character being pulled along the shaft. 
  Gelatinous Cubes (3): HD 4; HP 30, 28x2; AC 8[11]; Atk engulf 
  (2d4); Move 6; Save 13; AL N; CL/XP 5/240; Special: immune 
  to lightning and cold, paralysis (save or paralyzed, 6 turns). 
  (Monstrosities 188)
  circLE SEvEn
  circLE SEvEn
  This circle is an incorrect choice. On the ground, this circle has a purplish slime 
  that completely fills the shaft. The slime itself is harmless; however, the shaft widens 
  to 40 feet in diameter after five feet. Furthermore, the slime acts like quicksand, is 
  very difficult to swim or tread and subjects characters sinking in it to drowning. 
  Characters who cannot escape the slime drown in 1d4+2 rounds.
  circLE Eight
  circLE Eight
  This circle is an incorrect choice. On the ground, this circle’s crimson slime 
  seems to bleed. The shaft is 300 feet long and ends in many jagged pieces of crystal. 
  These crystal shards are covered by eight feet of blood. Any character falling down 
  the shaft takes 10d6 points of damage and lands on 1d6+1 shards that deal 1d4 
  points of damage each. 
  circLE ninE
  circLE ninE
  This circle in the ceiling is a correct choice. It leads to a sub-plane of your 
  choosing, possibly the Asteroid demiplane described below. Like Circle Three, this 
  one has active levitate and reverse gravity effects. The shaft is full of a foamy brown 
  liquid. While the foam is harmless, some of it floats up along the shaft. Midway 
  along the 100-foot shaft is a gate to the Asteroid demiplane. 
  circLE tEn
  circLE tEn
  This circle is an incorrect choice. In the floor, this shaft seems devoid of slime. 
  However, anyone moving a majority of his or her body over the ledge triggers a 
  trap from above. A small dimension door opens in the ceiling and releases 100 
  gallons of green slime directly down the shaft. A character must make roll below 
  his or her dexterity on 4d6 or fall 200 feet for 10d6 points of damage in addition to 
  the green slime. 
  Any metal or organic substance the green slime touches begins to turn to 
  green slime (saving throw to resist). It can be killed with fire or extreme cold, 
  and the transformation process can be arrested by the use of a cure disease spell. 
  (Monstrosities 228)
  circLE ELEvEn 
  circLE ELEvEn 
  This is a correct choice. This shaft leads to a sub-plane of your choosing, possibly 
  the Sleepytime sub-plane described below. This circle is on the floor and has a thick 
  yellow pus along its shaft. The pus bubbles in places and moves as if alive. At the 
  end of a 200-foot shaft is a gate to the Sleepytime demiplane. 
  circLE twELvE
  circLE twELvE
  This is an incorrect choice. The wall of the shaft seems to have hard ivory ridges 
  and is covered with purple ichor. Trapped within the magical stone and unable to 
  writhe free is a purple worm. The worm gladly accepts any meals and shuts its 
  maw only when a morsel or two present itself. 
  Purple Worm: HD 15; AC 6[13]; Atk bite (2d12), sting (1d8 + poison); 
  Move 9; Save 3; AL N; CL/XP 17/3500; Special: poison sting 
  (save or die), swallow whole (if to-hit roll is 4 higher than needed). 
  (Monstrosities 377)
  Note: The purple worm cannot use its poison sting in the tight shaft.
  
  chAptEr Six: thE princE oF SLimE 
  chAptEr Six: thE princE oF SLimE |39
  |39
  circLE thirtEEn
  circLE thirtEEn
  This is the final circle and an incorrect choice. The walls of the shaft are coated 
  with a multitude of colored slime. The shaft is 200 feet tall, but 30 feet down is a 
  dimension door that opens and deposits the characters 20 feet above the rolling 
  slime sea to the south. The characters are thus likely fully submerged in the slime 
  sea and face associated swimming and other difficulties. 
  SuB-pLAnES
  SuB-pLAnES
  The Faceless Lord is very interested in running the rats (i.e., the characters) 
  through his “toy” planes. He is not above using a booming telepathic voice to 
  convince dimwitted characters to pick a shaft and attempt to find the riddle plates. 
  The Faceless Lord also tends to ridicule anyone who retrieves a plate through the 
  same omniscient voice. However, he is unlikely to confront anyone directly until 
  the riddle is assembled and the obelisk opened. 
  The sub-planes are up to you to create, but it is suggested that you make these 
  strange and wild places that the characters might not normally encounter. This 
  option provides you with many avenues to explore; entirely new tangents to a 
  campaign could start with adventures in these sub-planes. Alternatively, you may 
  wish to forego the use of sub-planes and begin this encounter with the four riddle 
  plates already in place. The plates weigh 50 pounds and are made of stone. 
  The following are examples of sub-planes you may use. In each of these planes, 
  the Faceless Lord appears as a different avatar. While the characters are in these 
  sub-planes, time should not progress on their home plane to ensure that they are 
  not trapped within the cube when the light of the blood moon passes. Also, once the 
  characters retrieve the plates, they are all immediately teleported back through the 
  hole into which they fell. 
  SLimE hoLE
  SLimE hoLE
  In Slime Hole, the characters are dropped into the center of the foulest swamp in 
  all the multiverse. Constant bubbles of methane gas seep up from below the muck 
  to create gigantic bubbles that burst in riotous explosions. Depraved and wicked 
  halflings inhabit the swamp and attempt to trick and lure the characters into dagger. 
  The Faceless Lord poses as the king of these halflings and uses the first plate as the 
  back of his throne. 
  ogrE rockS
  ogrE rockS
  In Ogre Rocks, the characters appear on the side of a gigantic mountain. Under 
  four suns, the characters must search for food and water in the rocky and uneven 
  mountain chain populated by numerous giants and humanoids. The characters 
  must journey to the only flat area, a gigantic amphitheater. Arriving in time for an 
  eclipse of all four suns, a great concert begins with most of the vile populace in the 
  audience. On stage, a group of ogres plays to the crowd with guttural cries and some 
  sacrifices. The Faceless Lord poses as a large green ogre using the second plate as 
  the back of his string bass. 
  AStEroid
  AStEroid
  The characters find themselves popped into a deep tunnel within an unstable 
  asteroid. The caverns flow in all three directions as gravity constantly shifts. The 
  characters must avoid opening holes in the asteroid and being sucked out into the 
  void. At the center of the asteroid, a city of encephalon gorgers cowers in fear from 
  a gigantic beast that hunts them in the tunnels and passageways. The beast is the 
  Faceless Lord, and the breastplate of his armor is the third plate. 
  SLEEpytimE
  SLEEpytimE
  The characters land softly in a field of poppies. Nearby sits the village of 
  Sleepytime with its many faeries and joyous elves. Everyone is very, very happy 
  in Sleepytime — until the block tower strikes the hour as the sun sets, that is. At 
  this time, the poppy fields and babbling brooks turn to volcanic rock and rivers of 
  molten lead. The sun quickly disappears, and the friendly inhabitants transform into 
  undead and bloodthirsty demons. At sunrise, however, the clock tower tolls again 
  and everything is once again “right” in Sleepytime. The fourth plate is actually the 
  face of the clock on the clock tower. The Faceless Lord poses as the mayor of this 
  happy village. 
  thE Four pLAtES
  thE Four pLAtES
  Once all four plates are acquired, the endgame plays out. A plate fits only into 
  its corresponding slot on the cube in the vault. Each plate originally had Abyssal 
  writing. This vile writing has been marked through and replaced with an ancient 
  Dwarven dialect even older than that spoken in the “Siege of Orcus.” Although 
  someone may guess the answer to the riddle without all of the plates, the obelisk 
  only opens once all four plates are returned. 
  With the plates assembled, someone who reads and writes Dwarven has a 
  moderate chance to decipher the ancient dialect. Magical means of interpretation 
  are possible. The runes glow with a white light. They read:
  pLAtE onE
  pLAtE onE
  Giant Killer am I!
  Some kill for me,
  Others wish to be as tough as me;
  I can make others thirst with envy.
  pLAtE two
  pLAtE two
  For some a tool,
  For others a barrier,
  I will survive past all that stands before me.
  pLAtE thrEE
  pLAtE thrEE
  I come in all colors, shapes, and sizes, 
  From the smallest speck to the greatest mountain;
  I am an instrument of life and death.
  pLAtE Four
  pLAtE Four
  I am silent and patient. 
  You have tread upon me and I have surrounded you!
  Speak my name …
  The answer is “stone” or “rock.” The obelisk unleashes a lightning bolt upon any 
  character who verbalizes an incorrect answer. The lightning bolt does 6d6 points of 
  damage (save for half damage). A correct answer makes the obelisk unfold like a 
  flower, with all four sides falling away slowly to reveal the demon’s amulet. 
  The Abyssal writing beneath the dwarven riddle reads as follows: “May the Lord 
  of Slime slumber … not take … amulet … beyond reach … freedom.” This refers 
  to the fact that anyone taking the amulet beyond the doorway frees the Faceless 
  Lord from the magical wards of the vault and his divinely imposed obligation to 
  protect it.
  thE dEmon’S AmuLEt
  thE dEmon’S AmuLEt
  The Faceless Lord’s amulet is a greater artifact. It is a three-foot-wide crescent 
  made of red gold. Spikes protrude all about it. At the apex of the crescent is the 
  Faceless Lord’s symbol. Anyone who directly touches the amulet to take possession 
  of it and control the Faceless Lord must make a saving throw. Failure means that 
  the character loses all hope and dies as his soul is sucked from his body and he or 
  she collapses into a puddle of green slime. Success allows the player to bargain with 
  the Faceless Lord. A character may touch the amulet with a cloth or other object 
  and ignore the saving throw, but he or she cannot command or strike a bargain with 
  the Faceless Lord without making physical contact with the amulet. An elaborate 
  ritual that is most likely beyond the characters’ current knowledge and abilities is 
  required to destroy the amulet (a potential reason why the characters must take the 
  amulet to their benefactor). 
  If anyone standing on the island attempts to remove the amulet, the Faceless 
  Lord communicates telepathically with the party. The words “YOU KNOW NOT 
  WHAT YOU HAVE WROUGHT!” assault the minds of all of the party members, 
  and the Faceless Lord reveals himself. If not, the Faceless Lord bides his time to see 
  if the characters gain possession of the amulet. 
  When he appears, the column of filth that is the Faceless Lord’s avatar rises up 
  behind the party in the slime ocean. The Faceless Lord does not immediately attack. 
  The Faceless Lord deeply desires the amulet, but Dwurfater’s magic prevents 
  him from leaving unless the amulet is removed. He attempts to use his influence and 
  horrific presence to barter with the characters to remove the amulet for him. This 
  is a situation in which the characters must deal with the demon or face destruction. 
  The Faceless Lord’s bargain with the characters is simple: Take the amulet 
  beyond the threshold of the vault in exchange for their lives. The Faceless Lord has 
  no intention of keeping this bargain, however, and liquefies the characters as soon 
  as he is free. If the characters take such a bargain, then they’ll have to live with the 
  obvious consequences. The Faceless Lord might also suggest that the bargain occur 
  outside the vault, where both parties to the negotiation will be on even ground. The 
  demon lord tries anything from threats to outrageous promises to get his amulet 
  back. 
  
  40|chAoS riSing
  40|chAoS riSing
  To gain the upper hand, the characters should threaten not to remove the amulet. 
  By the end of the night, the door to the vault will close and the Faceless Lord will 
  have to wait a very long time before someone else successfully opens the vault. If 
  the characters use this eventuality as leverage, the Faceless Lord is amenable to 
  self-banishment for 100 years if the characters remove the amulet. The Faceless 
  Lord agrees to such a bargain even if he does not get the amulet back. The Faceless 
  Lord must keep this agreement, for once a demon pledges banishment he cannot 
  break it — assuming that the characters can take possession of the amulet. 
  The characters may attempt to command the Faceless Lord. Each command after 
  gaining possession (as described above) requires a saving throw (with a –4 penalty), 
  with the same deadly effects for failure. Such commands must be simple but can 
  include self-banishment. 
  Again, how the bargain is made and what it consists of is up to you. Once the 
  party leaves with the amulet and the Faceless Lord is either destroyed or banished, 
  the adventure is effectively over. 
  If the characters foolishly try to kill the Faceless Lord, they are very, very likely 
  to die. It should be assumed that the Faceless Lord immediately dispatches the 
  characters. The only reason the characters are still alive is on the off chance one of 
  them might take the amulet out of the vault. If that seems unlikely to happen and 
  the characters don’t figure out how to banish the fiend, the Faceless Lord likely 
  consumes them. The statistics for the Faceless Lord are included here, in the event 
  that the characters feel that combat is absolutely necessary and if you are willing 
  to indulge them. 
  JuBiLEx
  JuBiLEx
  Jubilex, the Faceless Lord, Prince of Slime, is one of the most disgusting and 
  loathsome of all demons. He takes the form of a mass of revolting liquid that is 
  predominantly a swirl of brown, yellow, and purple. Various glaring red eyes are 
  located throughout this liquid form. 
  Motivation: The Faceless Lord is a constant plotter, always devising a scheme to 
  accomplish a task that will in turn help along another plot, and so on. Unfortunately 
  for his followers, the Faceless Lord is apt to completely forget about a plot or to 
  change his methods in the middle of a task. See above for the Faceless Lord’s 
  specific motivation in this adventure. 
  Jubilex (The Faceless Lord), Demon Lord: HD 20; HP 120; 
  AC –2[21]; Atk slam (3d6); Move 9 (fly 24); Save 3; AL C; CL/
  XP 30/7400; Special: +3 or better magic weapon to hit, acid slime 
  (dissolves armor and clothing after slam, save resists), circle of cold 
  (3/day, 10ft radius, 5d6 damage, save for half, cold zone lasts for 
  1d4 rounds), detect invisibility (at will), immunities (electricity, 
  paralysis, poison, polymorph, sleep, stunning), spells (6/6/6/5/5/2), 
  magic resistance (80%), spell-like abilities, summon oozes (2d4 
  ochre jellies, grey oozes, or gelatinous cubes, or 1d4 black puddings), 
  telepathy (100ft). (The Tome of Horrors Complete 160)
   
  Spell-like abilities: at will—cause disease, darkness 15ft radius, 
  dispel magic, ESP, hold monster, invisibility, symbol of insanity, wall 
  of acid (as wall of fire, but deals acid damage).
   
  Spells: 1st—cure light wounds (x2), detect good, detect magic, 
  protection from good (x2); 2nd—hold person (x4), silence 15ft radius, 
  speak with animals; 3rd—locate object, prayer, remove curse, speak 
  with dead (x3); 4th—cause serious wounds (x3), protection from 
  good 10ft radius, speak with plants; 5th—finger of death (x3), insect 
  plague (x2); 6th—animate object, blade barrier.  
  thE FAcELESS Lord’S EntourAgE
  thE FAcELESS Lord’S EntourAgE
  The Faceless Lord’s entourage may be summoned at any time he is outside the 
  vault. These vile slimes are dispersed in an area within 50 feet of the Faceless Lord. 
  The entourage will not physically move to attack an enemy, but will take a strategic 
  position to defend their lord. The entourage includes 1d2 black puddings, 1d4 
  gelatinous cubes, 1d4 grey oozes, and 1d6 ochre jellies. 
  Black Puddings (1d2): HD 10; AC 6[13]; Atk slam (3d8); Move 
  6; Save 5; AL N; CL/XP 12/2000; Special: acidic surface 
  (dissolve weapons, armor, etc.), immune to cold, divides when hit 
  with lightning (splits into two puddings with equal hit points). 
  (Monstrosities 46)
  Gelatinous Cubes (1d4): HD 4; AC 8[11]; Atk engulf (2d4); Move 
  6; Save 13; AL N; CL/XP 5/240; Special: immune to lightning and 
  cold, paralysis (save or paralyzed, 6 turns). (Monstrosities 188)
  Grey Oozes (1d4): HD 3; AC 8[11]; Atk strike (2d6); Move 1; Save 
  14; AL N; CL/XP 5/240; Special: acid (dissolve metal, save resists), 
  immunities (blunt weapons, heat, cold, spells). (Monstrosities 229)
  Ochre Jellies (1d6): HD 6; AC 8[11]; Atk acid-laden strike (3d4); 
  Move 3; Save 11; AL N; CL/XP 6/400; Special: division (lightning 
  splits creature into 2 jellies with equal hit points). (Monstrosities 
  353)
  Epilogue
  Epilogue
  You can conclude and continue the adventure in a number of ways. One way 
  would be for the sponsoring church or benefactor to appear after the characters 
  are victorious. Perhaps the church sent an army and is in the final stages of routing 
  the remains of Lord Raob’s force when the characters emerge from the vault. 
  Sleeara and Lord Raob might be taken into custody, to return at some later date to 
  exact their revenge. The church heavily rewards the characters and provides any 
  necessary healing and resurrections. 
  Another approach to ending the adventure is if the bone demon, who was spying 
  on the characters, learned of the characters’ true mission. The bone demon’s master 
  hired a group to steal the amulet from the characters. If not already used, this 
  group could be the Silver Eyes. The characters must contend with this group as 
  they attempt to make their way back to civilization from the Devil’s Finger. This 
  approach may be too difficult for weary characters, however. 
  Alternatively, you could use the amulet as a means for the characters to garner the 
  unwanted attention of a variety of unsavory beings. The Faceless Lord is perhaps 
  banished, yet this does not stop him from sending his minions after the characters. 
  Orcus may learn of the characters’ success and send a number of followers after the 
  characters as well. Another ending could be that goodly beings appear and demand 
  the amulet for their safekeeping. In any event, many hearts in many places secretly 
  covet the amulet, and this desire can be the start of attempts to seize it before the 
  characters can return it to the church to be destroyed. 
  Now that the characters have the amulet, their trip back to civilization or another 
  destination makes for an interesting continuation to this story. Dealing with the 
  machinations of demons and being in possession of a great artifact is in the future. 
  The heroes won the day on the Devil’s Finger. They survived the chaotic maelstrom 
  and defeated evil. 
  Yet evil is never defeated. It shall return once again another day …
  
  AppEndix A: nEw mAgic 
  AppEndix A: nEw mAgic |41
  |41
  nEw SpELLS
  nEw SpELLS
  grEEn wAtEr
  grEEn wAtEr
  Spell Level: Cleric, 1st Level
  Range: Touched flask of water
  Duration: Immediate
  This spell changes water to green slime. Any metal or organic 
  substance it touches begins to turn to green slime (saving throw). 
  It can be killed with fire or extreme cold, and the transformation 
  process can be arrested by the use of a cure disease spell. 
  (Monstrosities 228) 
  muck
  muck
  Spell Level: Cleric, 3rd Level; Druid, 3rd Level
  Range: 100 feet + 10 feet/level
  Duration: 10 minutes/level
  Muck creates an ooze under the feet of the caster’s enemies. The muck 
  is very thick and adhesive. Pseudopods from the muck instantly 
  begin grappling those trapped. Any creature found where the muck 
  is created may make a saving throw. If the creature succeeds, it 
  is not stuck; if the creature fails, it is stuck. A stuck creature may 
  break loose by rolling below their strength on 4d6. A stuck creature 
  suffers a –2 to-hit penalty and enemies gain a +4 to-hit bonus when 
  attacking. The muck is susceptible to cold. Any cold-based spell can 
  freeze up to a five-foot square volume to allow any stuck creatures to 
  be freed. 
  mucuS mASk
  mucuS mASk
  Spell Level: Cleric, 4th Level; Magic-User, 4th Level
  Range: 100 feet
  Duration: Permanent
  A glob of mucus is hurled through the air at the intended victim. The 
  caster must make a successful attack roll to hit the target. In flight, 
  the glob becomes gigantic and strikes the victim in the head. As the 
  glob strikes, mucus covers the victim’s entire head. The mucus has 
  three effects. The first is that it is caustic and burns out the victim’s 
  eyes (causing permanent blindness, until cured). The second is that 
  the mucus seals the ears, causing temporary deafness. The third is 
  that the creature begins to suffocate. Removing enough mucus for a 
  victim to breathe takes one creature 2 minutes; two creatures would 
  need 1 minute. No more than two people can assist the victim. The 
  mucus constantly flows, making this process very difficult and hence 
  the extended time.
  oozE BoLt
  oozE BoLt
  Spell Level: Cleric, 3rd Level; Magic-User, 2nd Level
  Range: 150 feet
  Duration: Immediate
  A bolt of gray ooze springs from the caster’s hand toward the target. 
  The caster must make a successful attack roll to hit the target. The 
  bolt deals 1d6 points of acid damage to the target. The acid lasts for 
  an additional round for every three levels of the caster (so 2 rounds 
  at 6th level, 3 rounds at 9 level, to a maximum of 15th level). It deals 
  an additional 1d6 points of damage per round it remains. 
  portAL runE
  portAL runE
  Spell Level: Cleric, 5th Level
  Range: Touch
  Duration: Instantaneous
  A portal rune tattoos a portal key directly onto the recipient’s flesh. 
  This portal key is permanent and can be destroyed only with a 
  limited wish or wish or similar spell or by destroying the flesh where 
  the rune is inscribed. A portal rune is usually tattooed on the back 
  of the neck in order to prevent someone from hacking off a limb and 
  attempting to use the rune. Granted, chopping off someone’s head 
  might accomplish the same task with a precision cut. An unwilling 
  target can resist the portal rune spell with a successful saving throw.
  rot to thE corE
  rot to thE corE
  Spell Level: Magic-User, 8th Level
  Range: Touch
  Duration: Immediate
  By touching a victim, the caster turns the target’s inner body into a 
  bright orange pulp, instantly killing it. Immediately thereafter, 
  the victim’s body breaks open with liquid and spores spewing out 
  of every orifice. These spores form a 20-foot-diameter cloud. Any 
  creature caught in the spore cloud must make a saving throw or take 
  2d6 points of damage and have the spores take root in their flesh, 
  dealing another 1d6 points of damage each day as they grow until 
  they are removed (with cure disease). 
  SLimEBALL
  SLimEBALL
  Spell Level: Magic-User, 3rd Level
  Range: 240 feet
  Duration: Immediate
  The caster throws a ball of gunk, goop, or other protoplasmic material 
  at a target. The ball of slime explodes in all directions. The slime 
  has the heat and consistency of molten lead. The slimeball deals 1d6 
  points of fire damage per caster level (maximum 10d6). Each round 
  after the first, the slimeball begins to eat through armor, clothes, 
  and flesh for an additional 1d4 points of damage for one round per 
  five caster levels. The slimeball starts with the outermost covering 
  and begins to eat through, destroying the material and continuing to 
  do damage. 
  SLimE BuckEt
  SLimE BuckEt
  Spell Level: Cleric, 5th Level
  Range: 120 feet
  Duration: Immediate
  This spell creates a bucket of black slime 40 feet above the victim. 
  The bucket pours out a giant glop of slime onto the victim and then 
  disappears. The victim suffers 1d6 points of cold damage per caster 
  level (maximum 15d6) as the slime coats the victim. The slime is 
  thereafter inert after dealing damage. 
  turn to oozE
  turn to oozE
  Spell Level: Magic-User, 7th Level
  Range: 100 feet + 10 feet/level
  Duration: Immediate
  An unearthly pink light springs from the palm of the caster’s hand, 
  causing the target struck by the ray and all its possession to turn 
  into a puddle of harmless ooze. A creature that makes a successful 
  saving throw is only partially affected, instead suffering 3d6 points 
  of acid damage instead of liquefying (save for half damage). Only the 
  first creature struck can be affected. 
  Appendix A: New Magic
  Appendix A: New Magic
  
  42|chAoS riSing
  42|chAoS riSing
  nEw mAgicAL itEmS
  nEw mAgicAL itEmS
  LESSEr miScELLAnEouS mAgicAL itEmS
  LESSEr miScELLAnEouS mAgicAL itEmS
  pAinting oF EnLightEnmEnt
  pAinting oF EnLightEnmEnt
  A painting of enlightenment is a magical work of art. The scene depicted on 
  the painting appears to move, its motion dependent upon the viewer’s position 
  in relation to the painting. If the viewer shuffles left to right, the particular scene 
  is viewed in chronological sequence. If, however, the viewer moves right to left 
  when beholding the painting, the scene plays out in reverse — horses appear to 
  run backward, the sun sets in the east, and so on. A painting of enlightenment may 
  depict any event, real or imagined, that the artist desires, though the detail of the 
  scenes is restricted by the physical size of the canvas. 
  wArning cuBES
  wArning cuBES
  A warning cube is a six-inch silver cube with intricate runes covering its surface. 
  The cube constantly detects a specific effect out to a 30-foot radius. Things that can 
  be detected include animals or plants, evil, good, magic, poison, scrying, secret 
  doors, and snares and pits. Once an effect is detected, a magic mouth activates on 
  the cube and shouts a specific phrase designated by the creator. 
  grEAtEr miScELLAnEouS mAgicAL itEmS
  grEAtEr miScELLAnEouS mAgicAL itEmS
  Liquor oF vomit
  Liquor oF vomit
  The liquor of vomit is a horrific brew. It has the consistency of mucus, the color 
  of pus, and the odor of the dirtiest troglodyte in all of creation. Once imbibed, the 
  brew curses the drinker, although a successful saving throw negates the effects. The 
  alignment of the imbiber is radically altered to Chaotic. The alteration is mental as 
  well as moral, and the individual changed by the liquor of vomit thoroughly enjoys 
  his new outlook. Only a wish may restore the former alignment. 
  Also, the drink causes the imbiber to permanently to lose 4 points of constitution 
  as he or she wretches and vomits incessantly for the rest of his days or until the 
  curse is removed.
  totEm oF thE gAtE
  totEm oF thE gAtE
  A totem of the gate is a magical device that opens a gate behind lead or a magical 
  shield. The totem is six inches long and looks like a chalk stick carved in the shape 
  of a demon. To activate the totem, the user draws the appropriate pentagram on a 
  surface. The totem is a one-time use item. The gate is thereafter permanent and 
  impervious to any magical attack (i.e., dispel magic, and so forth). The only means 
  of eliminating the gate is by breaking the totem in half, which destroys the magic 
  and causes all creatures that have traversed the gate in either direction to disappear 
  and reappear on their home plane.
  StAFF
  StAFF
  StAFF oF SLudgE
  StAFF oF SLudgE
  This unusual staff is a favorite among the twisted followers of the Faceless Lord 
  because of its ability to summon oozes. This long, wooden staff is knotted and 
  twisted, and it seeps and pumps out a green ichor as if it were a living being. It can 
  call forth an ooze three times per day. Yet there is a chance every time the staff is 
  used that the wielder is reduced to a puddle of muck. The oozes summoned are as 
  follows (roll 1d12):
  1d12
  Summoned Ooze
  1–2
  green slime
  3–5
  grey ooze
  6–7
  ochre jelly
  8–10
  gelatinous cube
  11
  black pudding
  12
  The user must succeed at a saving throw or be reduced to a puddle 
  of green slime. All non-stone possessions are immediately destroyed. 
  unuSuAL wEApon
  unuSuAL wEApon
  JAvELin oF Lightning
  JAvELin oF Lightning
  This black and silver javelin crackles with electricity when thrown at a target. If 
  the wielder makes a successful to-hit roll, the javelin turns into a lightning bolt that 
  travels in a straight line toward the target. Any creature in the path (including the 
  original target) takes 4d6 points of damage from the bolt unless they make a saving 
  throw for half damage. If the attack misses, the lightning damage is expended 
  harmlessly. The javelin can be used in this fashion once per day, although it can still 
  be used as a normal javelin during this time.
  
  AppEndix B: nEw monStErS 
  AppEndix B: nEw monStErS |43
  |43
  BonE dEviL
  BonE dEviL
  Hit Dice: 8
  Armor Class: 1[18]
  Attacks: bite (1d6), 2 claws (1d6), bone hook (1d8 + grab), sting (3d4 + 
  poison)
  Saving Throw: 8
  Special: +1 or better magic weapon to hit, immunities (cold, poison), 
  magic resistance, poison, resistances (acid, fire), spell-like abilities
  Move: 12
  Alignment: Chaos
  Number Encountered: 1d2, 2d8
  Challenge Level: 12/2000
  Bone devils are malicious creatures that delight in the suffering of others. These 
  lurching, bony devils stand 9ft tall, and have a large tail with a deadly stinger. 
  Creatures stung by the bone devil must make a saving throw (with a +2 bonus) or 
  die. They attack with a bone hook that spears prey (50% chance) so they can draw 
  creatures to them to sting automatically. The bone devil is immune to cold and 
  poison, and resists acid and fire. They also are resistant to magic (35%). They can 
  be hit only by magic weapons.
  Also known as osyluths, bone devils at will can cast detect invisibility, fear, fly, 
  invisibility, and phantasmal force. Once per day, they can cast wall of ice.
  Bone Devil: HD 8; AC 1[18]; Atk bite (1d6), 2 claws (1d6), bone hook 
  (1d8 + grab), sting (3d4 + poison); Move 12; Save 8; CL/XP 12/2000; 
  Special: +1 or better magic weapon to hit, immunities (cold, poison), 
  magic resistance (35%), poison (save or die), resistances (acid, cold) 
  (50%), spell-like abilities.
  thE corruptEd 
  thE corruptEd 
  Hit Dice: 6
  Armor Class: 3[16]
  Attacks: weapon (1d8 + slime)
  Saving Throw: 11
  Special: acidic slime, immune to charm and sleep, regenerate
  Move: 9
  Alignment: Chaos
  Number Encountered: 1d2, 2d4
  Challenge Level: 8/800
  The Corrupted are humanoid undead with spirits twisted by the primal forces 
  of despair, wrath, and chaos. While they retain their humanoid shape, their bodies, 
  including their bone, sinew, and muscle, are composed of ooze. A thick, viscous 
  black slime covers their bodies. Since it is composed of slime, it can quickly regrow 
  parts of its body that are cut off or injured. 
  Corrupted attack with whatever weapons they carry. Any creature that comes 
  into contact with the slime covering a Corrupted’s body must make a saving throw 
  or take 1d4 points of damage for 1d3 rounds. When a Corrupted is killed, its body 
  forms a five-foot-by-five-foot pool of acid. Any creature caught in the acid must 
  make a saving throw or suffer the same damage as if he or she had touched the 
  Corrupted’s oozing body. 
  In this adventure, when the Faceless Lord attacked the Citadel, he used his 
  corrupting influence to assail the minds of the dwarves. Some of these dwarves were 
  thrown into a deep hatred, and their racial lust of treasure took over their spirits, 
  which would likely lead them on a path of self-destruction. Once dead, instead of 
  awakening as zombies or skeletons, these restless spirits awoke as undead corrupted 
  by the essence of chaos that is the Faceless Lord. Thus, with this evil possessing 
  their souls in undeath, the fabric of their bodies liquefied, including bone, sinew, 
  and muscle. Although they maintain the appearance of dwarves, they are covered 
  with a thick, viscous black slime. 
  Corrupted: HD 6; AC 3[16]; Atk weapon (1d8); Move 12; Save 11; 
  CL/XP 8/800; Special: acidic slime (contact, 1d4 damage for 1d3 
  rounds, save avoids), immune to charm and sleep, regenerate (2hp/
  round).
  Appendix B: New Monsters
  Appendix B: New Monsters
  
  44|chAoS riSing
  44|chAoS riSing
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  Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title, and interest 
  in and to that Product Identity. 
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
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  copy, modify, and distribute any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute. 
  11. Use of Contribute Credits: You may not market or advertise the Open Game Content using the name 
  of any Contributor unless You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, 
  Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document 5.0  ©  2016, Wizards  of  the  Coast,  Inc.; Authors  Mike  Mearls,  Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. 
  Reference Document. The Compendium can be found on the legal page of www.necromancegames.com.  
  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, © 2010, Matthew J. Finch 
  Chaos Rising, © 2020, Necromancer Games; Author James Collura. 
  END OF LICENSE 
  NECROMANCER
     Games
  TM
  
  The Amulet of a Demon Prince 
  In a few days, the rising blood moon will reveal the rest-
  ing place of the soul amulet of a forgotten demon prince. 
  A dark lord seeks the amulet — and if he finds it, ultimate 
  power shall be within his grasp. Someone must stop him 
  and his diabolical scheme before evil is unleashed! But for 
  the heroes to beat the dark lord to his prize, they must 
  travel through time and conquer demonic foes! 
  A Battle Throughout Time 
  Completely customizable for any fantasy campaign, Chaos 
  Rising is a classic dungeon exploration adventure designed 
  for four or more characters of at least 10th level. It details 
  an ancient and abandoned dwarven citadel in which the 
  demon’s amulet is hidden, and contains unique encounters 
  in which characters can travel back in time to shape the 
  future itself! 
  NECROMANCER
     Games
  TM
  Chaos  
  Chaos  
  Rising
  Rising
  Chaos  
  Chaos  
  Rising
  Rising
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Chaos Rising (SW).pdf