0 ratings0% found this document useful (0 votes) 362 views71 pagesEye To Eye TSR 9536 Thomas M. Reid 1996 Beholder Trilogy 3 D&D
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axa D
Eye
toPyeDungéons&Dra
SUNOITT
by Thomas M. Reid
Table of Contents
Introduction 2 Keyed Areas ....
Background a, Level 1 (Lowest Lev el)
The Ancient Beholder City 3 Level2 .
Current Events 4 Cerentonial Platform’.
Velinax the Vermilion 5 Upper City.
Setting the Mood 6 Beholder Spires ©
Beginning the Adventu 7 Level 3
A Strange Wizard eee 7 Strategies and Events »
Something in the Shadows 8 Possible Ruses
Entering IIth K’hinax 9 A Desperate Plea
Entering the Mouth 10 The Final Threshold
Iith K’hinax ...... n Wrapping Up
Organization of Material .............11 Award Guidelines
The Maps nee aaa te eh Special Information and Major NPCs .. . .60
The Key <4eveie ee wh Blackstone = Fi 60
The Events 12 Fighting Standard Beholders | 60
Current Conditions Within the City 12 Major NPCs . Saad nee ohare OD
Natural Phenomena s 16
Credits
Editor: Miranda Horner
Creative Director: Steve Winter
Cover Illustration: Dana Knutson; Interior Illustrations: Glen Michael Angus
Graphic Design: Eilene Mecha
‘Typesetting: Tracey L. Isler
Cartography: Darren Lamb
Art Director: S. DanieleIntroduction
Welcome to Eye to Eye, atvadyenture designed for
characters of levels 8 t6 12 (no less than 48 totalilev-
cls) that-can be played separately or as theigrand
finale of a trilogy. The previous two adventures in
the series are Eve of Pain and Eye of Doom As
always, before you attempt to run this adventure,
you should familiarize yourself with'the plot and
individual encounters. If you'are pressed for time,
at the very least skim through the text, noting the
main sections, and only read the three sections
“Background
“Beginning the Adventure" in any detail.
“Strategies and Events,” and
Eye to Eye is set up so that you can utilize it any-
where in your campaign world. Of course, if you
are using this adventure as part of the trilogy, then
this step has already been completed. Since it takes
place almost completely underground, it requires
no special geographical or climatological features,
or even any particular population levels nearby; all
you, the DM, need to do is determine where the
entrance to the place is located and nudge the char-
acters in that direction,
Since this adventure is designed for high-level
characters, it should not be taken lightly by the play-
€rs/ Byét Eye revolves around some of the more
well-known bist potentially underrated erealuites in
the ADé&b* game system—the cunning and fear-
some beholder and its kin. Thisis not justa hack-
and-slash affair; adlventurers who ventureforth,
intent on stomping into the beasts lair and slaying,
them without any forethought and preparation, are
in foranasty surprise. fact, the characters will be
hard pressedito survive against the guileful machi-
nations of the creatures, mychilessactuall succeed.
Although the DM does'not need anythingether
tharithe DUNGpon MasT#R® Guide, the Player's Hand-
book, andthe MONSTROUS MANUAL" aéeessory in
order to get full use out of thisadventure, itis part
of the MONSTROUS ARCANA™ series of products that
includes I, Tyrant, a Sourcebook 6h béholdéts. I,
Tyrant is a perfect complement ito the entire
beholder trilogy of adventures, providing the DM
with all sorts of additional information on behold
ers and beholder kin. It canserve as an invaluable
method of spicing up the characters" eneounters
with the nasty creatures in this and the other tive
adventures. In fact, some of the material provided!
in this work was taken from [, Tyrant.Background
Far removed from the'sight of man. a hive of
beholders has taken root, biding its time until the
glorious day when it can tisé ap and reclaim
ancient sacred beholder lands from its hated ene-
mies, the humans. The hive mother, a great, lum-
bering behemoth known as Ixathinon, rules the
hive with an iron grip, demanding the strictest
obedience from her minions.
The hive mother’s ultimate goal has been to
reclaim for the hive a region of land occupied by
humans. The beholders consider this terrain to
sacred, as it is the site of an ancient beholder city.
Unfortunately (for humans), the town of Cumbert
lies directly over the remains of this site, and in
her fervor, Ixathinon has become insistent upon
eradicating the town and all who live within its
walls. The problem, of course, is that the hive is
not strong enough to achieve this through open
warfare. Instead, Ixathinon intends to subtly take
control of the city through a program of organized
criminal activity and eventually destroy it. She has
placed her most talented minion, known as Qeq-
toxii, in charge of this surface operation.
Qegtoxii (who is in reality an elder orb) has
other ideas, however, and has been carefully
implementing its own insidious plans, unbe-
knownst to the hive mother. It has kept its true
identity a secret from the hive mother by posing as
a mere true beholder. It hopes someday to claim
leadership of the hive for its own. In order to do
this, however, Qeqtoxii must defeat and destroy
the hive mother, a formidable task, indeed. Thus,
Qeqtoxii has decided to utilize outside forces in its
quest for supremacy—namely, unwitting adven-
turers.
In order to keep from overwhelming the adven-
turers with more than they can handle, Qeqtoxii
has broken its plan into multiple phases. The first
part of the elder orb’s plans (which took place in
Eye of Pain, the first adventure of the trilogy)
included finding a group of adventurers hearty
and clever enough to survive exploration of a
devious underground lair created by Qeqtoxii
itself, Laden with cruel minions, insidious traps,
and a bit of treasure—just enough to tantalize the
hetoes—the lair served as a testing ground to
prove thesheroes’ mettle» Once they had survived
that, Qeqtoxii knew’ they were ofeven,
greater—and more'deadly—chall
The nextstage of Qeqtoxivs plans pitted the
heroes against the elder orb'siown.wellestab-
lished crime organization within Cumbert(which
is detailed in'the second adventure of theset, Eye
of Doom): The elder orb’s intentions were to divert
any possible suspicion on theliive mother’s part
away from itself, Again, through a series of
asstimed personalities end curining'trickéry, the”
elder orb led the characters into the inner Sanctum
of its criminal organization, where they confronted
Qeqtoxii’s most powerful minions.
‘And now, the final part of Qeqtoxil's plans are
on the verge of fruition. The charaeters have pene-
trated the inner sanctum of Qeqtoxii’s criminal
organization (known as the Unblinking Eye) and
discovered the entrance toa secret route down into
the bowels of the earth where the ancient beholder
city—and Inathinon’s hive—is located. If events go
according to Qeqtoxii’s expectations, the heroes
will manage to enter the city, seek out and destroy
many of the hive’s inhabitants, wound or destroy
Ixathinon herself, and then perish, leaving a power
vacuum for Qeqtoxii to fill.
The Ancient Beholder City
The city itself originates from a time long past,
when beholders ruled both the surface and the
depths and humans had only begun to appear in
the area. Named lith K’hinax in the beholder
tongue (which means “Place of Spires”), the beauti-
ful city (at least the beholders themselves consid-
ered it beautiful) was once a thriving population
center, with over 2,000 beholders and beholder-kin
dwelling there. Many of the other subterranean
species knew of and marveled at its existence, and
some had even managed to establish peaceful rela~
tions with the eye tyrants (through adopting a suit
ably obsequious attitude and thereby
circumventing the beholders’ legendary xenopho-
bia) and began to trade with them.Background
Still, the beholders were enemies of many races,
and constant vigilance against invasion was a
necessity. On more than one occasion other subter-
ranean species attempted to attack Ith K’hinax,
either openly or through subtle infiltration. Some of
the fallen warriors of the beholder enemies decorate
the halls of the city to this day.
In the end, the downfall of the city came, not
from without, but from within. Factions within the
society of the great city constantly opposed each
other, plotting for power and prestige against one
another. Ultimately, the conflicts became too openly
militant to check, and a full-blown civil war ensued.
Some factions were annihilated, others fled to safer
havens, still others continued to war with one
another in the channels and spires of llth K’hinax.
In the end, one faction reigned supreme, but the
glory of the great beholder city was but a memory.
‘The other subterranean races, seeing their chance at
revenge and domination, converged on the remain-
ing eye tyrants and hunted them down,
‘When all was said and done, the surviving citi-
zens of llth K’hinax had scattered with the four
winds, and the city lay silent and dark. No other
species could comfortably live there without the
inherent levitation ability of the beholders, so the
place was abandoned by the sentient ones. The
mindless monsters that the beholders once kept as
pets and guards remained, multiplying and adapt-
ing or dying out completely (for escape was impos-
sible for most of them). Ith K’hinax lay dormant for
hundreds of years, and the knowledge of its loca-
tion became lostin the shrouds of time.
In the wilds beyond Ith K’hinax, the legend of
the city has been passed from generation to genera-
tion of beholder. It has become more a tale of myth
and mystery than a simple set of facts, but the
memory of the place remained, nonetheless. Many
an elder orb or hive mother has dreamed of one day
returning there to claim dominion over it, but none
has ever attempted it, until now.
Inathinon began her quest to re-establish the
throne of lth K“hinax over 150 years ago. No known
routes existed to the Place of Spires, but she dili-
gently researched for years, examining shreds of
dence from tales and records bought, stolen, or
connived away from other subterranean races.
Slowly, the hive mother began to construct a map
that revealed a possible location of the fabled city:
Her perseverance paid off; she was the first beholder
to lay eyes on llth K’hinax in over a millennia.
Overjoyed, Inathinon led her hive to the site and
established a home there. To this day, the task of
reclaiming the city from the ravages of time proves
to be a long and arduous one, but slowly, the behold-
ersare beginning to retum the Place of Spires to its
former glory. Only a portion of llth K’hinax has been
taken back; the rest will be restored in due time.
Current Events
A major obstacle stands in the way of complete
restoration of Ith K’hinax’s former greatness: the
presence of humans and demihumans on the sur-
face. Ixathinon knows too well the tale of the origi-
nal downfall of ith K’hinax, and she has been
convinced through her studies that it was a result of
the citizens’ interaction with and acceptance of the
other races. It has become an obsession of hers that
no other sentient species should be permitted to
dwell in the vicinity of the great city; to do so only
invites disaster once again.
‘Thus ithas come to pass that Ixathinon has
devised a plan to eradicate the city of Cumbert and
all of its inhabitants. Understanding the limitations of
the military strength of her hive, Ixathinon realizes
she could never hope to win an all-out war with the
surface dwellers. To even attempt such a thing would
not only deplete her valuable resources, but it would
draw unwanted attention to the hive and its act
ties. Instead, by using a criminal organization called
the Unblinking Eye, she has set in motiona scheme to
subtly degrade the fabric of Cumbert's society, hope-
fully leading to its eventual and ultimate corruption.
‘This plot has become the source of contention
between the hive mother and Qeqioxii. Because of
the great success of the Unblinking Eye, Qeqtoxii
has come to enjoy the level of power it commands
among the surface dwellers and is not so willing to
surrender it to Ixathinon. It sees her plan to destroy
Cumbert as foolish and a waste of potential
resources, 30 the elder orb has decided to usurp her
and take over the hive. If successful, Qeqtoxii will
continue to build its power base within Cumbert
and eventually spread its organization’s influence
farther afield.Backeround
Velinax The Vermilion
As a part of Qeqtoxii’s complex plans, it has
appeared before the characters in the guise of a
wizard and sage known as Velinax the Vermilion
The elder orb uses this persona to manipulate the
characters and feed them useful information to get
them where it wants them to go. On several occa-
sions, Velinax has disappeared for long stretches of
ime, so it is natural that the characters are suspi-
cious of him by now. The red-garbed wizard has
always had a reasonable explanation for his
absences, but it is still likely that the characters are
beginning to doubt his legitimacy.
If you are not incorporating this adventure as
part of the trilogy, then Velinax the Vermilion is a
suitable NPC to use to convince the heroes to enter
the depths of the beholder city and explore it. Oth-
erwise, remember that Velinax was “imprisoned”
in the caverns immediately below the secret head-
quarters of the Unblinking Eye and had to be “res-
cued” by the adventurers.
Probably the most imporiant thing to keep in
mind while running this adventure is that Qeqtoxii,
in the guise of Velinax, must strike a fine balance
between feigning ignorance about what lies down in
the caverns of the city and keeping the characters on
the right track to achieve the elder orb’s goals. On
the one hand, itis posing asa sage who has
y studied beholders, not become intimately
familiar with them. So if Velinax seems to know a
little too much about a chamber’s use, or if he
exhibits knowledge of a monster’s whereabouts that
he shouldn’t have, the sage is going to look suspi-
cious. The other side of that coin, though, is that
Qeqtoxii wants to get the characters up into the
upper city as quickly as possible, both to conserve
their strength for the fight that matters (attacking
Ixathinon) and to lessen the chances of being discov-
ered before they have a chance to make their move.
Yelinax should also be somewhat useful, or else
the players are going to get tired of the elder orb
being an albatross around their necks. Qeqtoxii will
use all of its spelleasting abilities in an effort to
pass itself off as a wizard of some skill. Perhaps it
produces just the right magical item at a crucial
moment (this can work well to get the characters
out ofa jam, anyway) or “discovers” a hidden pas-
sage or chamber that leads the party out of imm.
diate danger. Whatever its actions, the elder orb’s
assumed persona should be competent without
seeming all-powerful
‘Throughout the text in the "Keyed Areas“section
are sections labelled “Qeqtoxii the Guide” which
should help DMs run Velinax (or another of Qeq-
tonii’s human personal) in various areas of the city.
If an area doesn’t have one of these sections, then
Velinax acts according to the guidelines listed
above. Since it is very probable that Velinax will be
with the group in their travels through Ilth K’hi-
nax, the following adapted stats of Qeqtoxii’s
human persona have been included below:
Velinax (Qeqtoxii’s assumed persona), hm M18:
AC 0; MV 12; hp 75; THACO5 (3 with quarterstaff
+2); #AT 1; Dmg 1d6+2 (quarterstaff +2); SA spells;
SD immunity to sleep, charmt, and hold spells; MR
50%; SZ M (6' tall); ML fearless (19); Int godlike
(23); AL LE; XP 18,000.
Special Equipment: bug of holding, potion of extrachealing, potion of
‘iving (3) potion of gaseous form. potion of uman control
(humans), potion of invisibility (7), potion of levitation (3),
potion of water breathing, amulet of prof against detection and
location. Daern’s instant fortress, quarterstaff+2. a scroll
(contains the spells dispel magic incisiility 10° radius,
levitation (2),and flying), and a spelibook.
Spells (Geqtoxii can only memorize one spell per level ata
time) 1st—feather fallt, hold porial; 2nd —darkness 15” radius”
detect invisibility’, ESP*t, knock; 3rd—dispel magic® protection
{from normal rissies"t; ath—control death tyrant™, dimension
door, extension I, struct spectator™, polymorph self (note that
polymorphing himself into humanoid form does not allow
(Qeqtoxii to cast spells with material or somatic
5): Sth—contat other plane, elepott, wall of
oF wall of force”; 6th—extension It, gens; 7th
hase door, power word stunt, teleport without errr, vanish
Bih—ereute death iss charm, power word blind;
‘9th—Mordenkainen’s disjunction, power word kil, prismatic
sphere, time stop.
+ Indicates favored memorized spell" Indicates an elder orb
variation on an existing spell—it requires only verbal
components, takes twice as long to cast as the normal
variety, and is known only to elder orbs. Indicates a
‘special spell that appears inf, Tyrant.
At some point, the adventurers may decide that
a retreat is in order, whether itis to regroup and
hire more allies, heal, or just because the heroes
aren’t quite heroicenough yet to tackle such awe-
some adversaries. If you, the DM, want to speedthings up a little during these slow times, Ixathi-
non might begin to get a little more bold. Perhaps a
raid or two takes place in Cumbert during the
darkest hours of the night. Qegtoxii will be
extremely frustrated, but the elder orb is too wise
to foolishly push the characters on to certain doom;
it will bite its tongue and try to speed things along
in other ways.
During the final confrontation, Qeqtoxii helps the
characters in its Velinax persona, but if the fighting.
looks like it’s going badly, the elder orb leaves.
Once the adventurers manage to kill Ixathinon,
Qeqtoxii reveals itself in its full glory and then tries
to kill the group. If there are any other beholders
left in the area, they show up and start fighting as
well. Look at the beholder’s description to find out
if it helps Qeqtoxii or not.
Setting the Mood
While you are running the adventure, try to keep
in mind that the place is spooky, The characters’
light source seems pitiful and insignificant against
the overbearing darkness, and it seems as if it is
going to blow out at any moment. There alw
seems to be some sort of shuffling noises justat the
edge of the light, but any time the characters move
to investigate, they find nothing there (or perhaps
something is now missing from their supplies)
Convey the idea that being this far below ground
can be unnerving: quite a bit of rock looms over
their heads, and if the place were to suddenly flood,
where would they all go?Beginning the Adventure
Two scenarios are laid out below for getting the
adventurers into the Place of Spites, The first, enti-
tled “A Strange Wizard,” assumes that you have
not utilized the two preceding products in this set,
Eye of Pain and Eye of Doom, and instead begin the
adventure right here. This scenario is simple and
straightforward, allowing the characters to lean of
the ancient hidden city through the machinations of
Velinax the Vermilion, Qeqtoxii’s alter ego. Keep in
mind that the information provided here is not
applicable if the DM and players have worked
through the first and /or second adventures in the
set. It is designed solely for those gaming groups
who start with this product.
The second method of starting the adventure,
entitled “Entering Ith K’hinax,” operates under the
assumption that you have used both the other two
adventures in this series (or at least the one prior to
this, Eye of Doom) and have already delved into the
story. This beginning takes some material from the
previous adventure and fleshes it out more. It
should be a smooth transition from the end of Eye of
Doom: to the beginning of Eye to Eye (unless the char-
acters have proceeded on a completely unexpected
path between adventures, in which case you must
find a means to get them more or less back on track).
A Strange Wizard
For those DMs who did not choose to run Eye of
Pain and Eve of Doom, this event leads adventurers
who have no knowledge of the earlier two modules
in this series into the main part of this adventure. It
begins with the adventurers relaxing in a tavern
known as the Grumbling Goblin in the town of
Cumbert in the evening. The details of Cumbert do
not matter much; feel free to flesh it out however
you wish. If you intend to place the adventure in an
existing campaign, then choose any community that,
can geographically accommodate a large cavern
deep beneath it
A wizard who wishes to hire them to aid him in
ferreting out a nest of beholders beneath the city
approaches the characters. Read the following
aloud to the players:
‘The Grumbling Goblin is an ee
inthatitisa tavern witha
interior. A few folk sit in small g here and
there, but the place is hardly ae
afd aways toward the beck: a genilemansicrata
Seen mle. The ile sons on tan We
crowd, as he is decked out from head to
toe in bright red robes. Itis a pretty sure bet he is
awizard.
‘your eye, smiles graciously, and
‘moves to where: polare aiting Henodstie nesd
slightly as he introduces himself. “Greetings and
ot ee
a
buy you around wile we latiss 7
Allow the players to decide whether their chatac-
ters are interested in hearing Velinay’s story. Ifthey
are no, then go ditecty to "Something in the Shad
,”" below. Otherwise, continue by reading the:
fallen lod ws tha players
thes an ache
sputter wen ands
table in one motion. eee ea
and then proceeds.
get Whang loc peony riches you eet
me ina rather dangerous Foranua-
bor of pears Ihave been information
ese tee nae enee or
Sure elo pone eae a
ve one
of the eye tyrants and come back to tell the tale,
much less come back with any useful details.
“Thave reached a point where I feel that my
studies have gone as far as they can in the labora-
tory, and I wish to do some firsthand field
research, AS ‘as it sounds, I strongly
believe that a nest of beholders lives somewhere
‘beneath this town.
“Thave beat evidence on this matter
for close to a month now, and I think that a nest
af them may beat this very moment restoring an
Ancient habitat of theirs deep beneath the surface.
Groot tie ony Way een pateAllow the players a chance to discuss the situa-
tion and decide what their characters are going to
do. if they are not interested, then go to the section
entitled “Something in the Shadows,” below. Oth-
erwise, wrap up whatever role-playing is neces-
sary toconclude the agreement.
Velinax makes plans to meet the adventurers
and reveal to them where he believes a secret
entrance to the chambers and caverns below lies.
In reality, he will take them to a personal bolt hole
he installed himself that connects to the main
entrance of IIth K’hinax (not even the other mem-
bers of Qeqtoxii’s criminal organization nor the
other beholders in the hive are aware that it
exists). Use the description of the warehouse men-
tioned in “Something in the Shadows” for the
location.
Velinax tells the heroes that information he has
garnered through investigation has led him to
believe that there is a way in to the tunnels below
the surface (he is referring to the abandoned ware-
house described in “Something in the Shadows”).
He has managed to acquire official militia reports
gathered from a couple of people who claim to
have witnessed something “large and round, mov-
ing slowly through the air” nearby. He has gone
‘over the area pretty thoroughly, and this is the
only place something could have gone, he
believes. He was too frightened to enter the ware-
house by himself, he will explain. Once inside the
place, the sage encourages the characters to spread
‘out and search for anything unusual.
Something in the Shadows
This encounter provides an alternative method of
luring the characters into exploring the caverns
beneath the town of Cumbert and stumbling across
the secret entrance to Ilth K’hinax. was not
successful in the guise of Velinax the Vermilion, so it
will try a different tactic this time. It uses its various
eye powers and spells to keep track of the charac-
ters, following them about town as they do what-
everiit is they would rather be doing than exploring
with Velinax. Atsome point after darkness falls,
read the following passage aloud to the players:
Give the players a chance to decide what their
characters will do. If they decide to investigate, read
the following aloud, adjusting as necessary:
If the adventurers enter the doorway, they dis~
cover an abandoned warehouse full of debris. tis all
junk; nothing of value can be found here by the char-
acters, and the debris is severely infested with rats.
However, the refuse is piled high enough in spots,
thatit would be possible for someone (or something)
to hide in here, or to conceal a hidden passage lead-
ing somewhere else. That is exactly what i
has done. After crossing the road in front of the char-
acters to get their attention, it used its polymorph self
spell to transform into a large rat and then scurried
into the building. The elder orb established its secret
olthole leading to llth K’hinax here.Vv
Beginning the Adventure
The portal is located in the partially collapsed
basement of an earlier structure over which this
warehouse was built. Near a far wall from the
door leading into the warehouse, a large open
hole in the floor exposes the basement area below.
Quite a bit more debris lies around this basement,
but one wall of the older structure has been
replaced by blackstone (see page 60). The replaced
section of wall meshes perfectly with the rest of
the basement wall, but it is of a significantly dif-
ferent color and is immediately noticeable to any-
one spotting it. Asa result, Qeqtoxii has covered
the section of wall witha large piece of wooden
planking that leans haphazardly against it. Qeq-
toxii merely swings the planking out of the way
using its telekinesis power and vaporizes the black-
stone with its amtimagic ray eye, replacing the
boards behind him after it passes through it
Beyond the wall of blackstone is a perfectly
smooth 10-foot-diameter passage that descends at
a sharp angle all the way to the main entrance
cavern, below. Proceed to the section entitled
“Entering Ilth K’hinax.”
Entering llth K’hinax
This portion of the adventure should pick up
the thread of the adventure where Eye of Doom left
off. At the end of that adventure, the heroes had
descended into the caverns immediately below the
secret headquarters of the Unblinking Eye, where
Qegtoxii had fled after revealing himself to the
characters as the Faceless Man. In an effort to slow.
the characters down, the elder orb released from
petrification a Lernaean hydra, At the far end of
the cavern from where the adventurers arrived
was a great skull carved into the side of the cavern
wall. Within the eye sockets hover a pair of gas
spores, and a spectator guards the “mouth” of the
skull,
In addition, Qeqtoxii polymorphed itself into
the form of Velinax the Vermilion and placed itself
behind a wall of force in order to make it appear
that it had been imprisoned there. The characters
most likely discovered Velinax in this fashion prior
to entering the skull mouth. Velinax explained to
the characters that he witnessed the great beholder
from above enter the mouth and disappear, so he
has concluded that it leads to the nest of beholders
he has suspected existed all along.
Velinax also strongly urged the characters to
delay battling the spectator until they had man-
aged to rest and recuperate. The sage knows that
the going will be tough, and he staunchly believes
that the adventurers should be fresh and fully
armed. If the players went along with this sce-
nario, then they freed Velinax and returned to the
surface with him to rest, regain spells, heal, and
perhaps train to rise in experience levels. You
should handle all of these endeavors yourself, in
the manner particular to your style of gamemas-
tering, This section of the adventure assumes that
all of that has been taken care of.
It is possible that the characters are operating
under a very different set of circumstances than
those outlined above. For instance, they may have
already ditched Velinax, because they didn’t trust,
him (although it is highly unlikely that they have
killed him—Velinax is really an elder orb with sev-
eral means of escape at its disposal). Perhaps they
have decided to ignore the sage’s advice and are
determined to proceed into the lair of the beasts
without resting and regaining their strength. If the
characters’ actions have deviated significantly
from Qegtoxii’s plans, you will have to adjust the
lead-ins appropriately to compensate for that.
Regardless of how things have changed, however,
the characters must still get past the spectator and
descend into the great city of llth K’hinax, so it
shouldn’t be too difficult to swing things back into
line.
Keep in mind that if the adventurers do not
have Velinax accompanying them, then many of
the events described in the later sections that hinge
upon him do not occur, However, Qeqtoxii may
still be following the characters secretly, triggering
events to suit its plans, so even if the sage is not
present, special phenomena mentioned in the text
will still happen. Notes to such effect are included
in the text.Entering the Mouth
Standing between the characters and the route to
the legendary beholder city of Ilth K’hinax is a spec-
tator (assuming the adventurers didn’t already do
battle with it at the end of Eye of Doom). In the eye-
holes above him are two gas spores.
Spectator (1): AC 4/7/7; MV F19 (B); HD 4+4;
THACO 15; #AT 1; Dmg 2-5 (1d4+1); SA magic;
‘SD magic; MR 5%; SZ M (4’ diameter); ML elite
(14); Int high (14); AL LN; XP 4,000.
Notes: The spectator has a +2 surprise modifier anda +1
initiative modifier; itis hard to surprise. Spectators fight
nonviolently when possible; they start with their
suggestion power, switching to paraiyzation if that does not
work, switching to cause serious wounds only if truly
endangered. I blinded in al eyes but stillalive, a
spectator will felcpor! to Mechanus, heal there, and return
the next day. If that which it was guarding is now gone. it
will go about its life
10
Eye Powers: Central—reflect (on nontouch spell per round, only
ssolong as eye is undamaged; spectator must save vs. spell
toreflect; failure means 5% MR and personal saving throw
come into play); 1st—create ood and water (enough for a large
meal for six, takes one round); 2nd—eause serious wounds
(2d8+3 points of damage to single target within 60 yards;
save vs. spell for half damage); ed—poralvzntion may (range
90’, one target, 844 rounds); 4th—telepathy (range 120” , one
target; can Communicate this way, or can plant suggestion if
target fails save vs. spell; suggestion is always to leavein
peace)
Other Powers: spectator can teleport between its cursent home
‘and the plane of Mechanus, one felepor! per day; while in
Mechanus, it can regenerate all damage ina single day.
Attacking a spectator makes use of the following
chart:
Roll Location AC Hit Points
01-70 Body 4 44HD
71-90 Eyestalk/eye 7 hit point
91-00 Centraleye 7 — Lhitpoint
‘This spectator has been charged by Qeqtoxii to
guard the entrance to the beholder city, preventing
all but beholders and their kin to enter. The specta~
tor will, of course, attempt to do this through peace-
ful measures first
Gas Spore (Fungus) (2): AC9; MV 3; HD 1 hp;
‘THACO 20;#AT 1; Dmg special; SA special; SD
special; SZ M (4’-6" diameter); ML average (8);
Int non (0); AL N; XP 120 each.
Notes: When struck, a gas spore explodes, inflicting 6d6 points
‘of damage to all within 20 feet (Gaving throw vs. wands for
‘half damage) If « gas spore comes into contact with exposed
flesh, it shoots tiny rhizomes into the living matter and
through the organism within 1 round. The gas spore
es immediately. The victim must have a cure disease
spell cast upon him or her within 24 hours or die, sprouting
2d ges spares. Beholders are immune to all the elfects of
‘gas spores.
Behind the spectator is a wall made of black-
stone, and beyond that is a perfectly ound tunnel,
10 feet in diameter, that descends for quite a long
time to the beholder city below. Refer to the section
entitled “Iith K’hinax,” below.llth K’hinax
‘The great beholder city of Iith K’hinax occupies a
mammoth cavern deep below the surface world. It
stretches as far as the eye cartsee, and the beholders
who originally constructed it and dwelt there care-
fully planned it to be a tribute to their way of life.
Although it occupies a space that is fundamentally
horizontal, everything about the city’s construction
is vertical in nature.
Ith K’hinax is divided into two main sections:
the upper section, which is housed within a great
stone protrusion (very similar in shape to a gigantic
stalactite, although its geological formation differs)
that descends from the ceiling, and the lower, which
‘occupies an immense mountain ascending from the
floor of the cavern (again, quite similar to, but not
geologically related to, a huge stalagmite). The two
formations come very close together near their ti
forming a meesureless hourglass within the cavern.
‘Vast, inverted spires descending from the upper
level stretch downward like roois from a mammoth
tree, and likewise, soaring watch towers rise up
from the flanks of the mountainous lower level
The upper level served as the exclusive domain
of the beholders. Many of the passages within run
vertically, which is a simple matter to traverse for a
species capable of levitation. The inverted spires
themselves acted as private dwellings, accessed
only from outside. The central area, however, was
the public common area and the center of govern-
ment for the beholder citizens. Few other creatures
were ever allowed into the upper level.
The lower level of the cavern housed the “baser”
creatures who could not float. These lesser creatures
included the beholders’ minions and servants, as
well as the few carefully screened and selected for-
eign ambassadors and merchants from other inde>
pendent races who were visiting from their own
subsurface cities. It was a simple enough matter to
contain the subservient species and control theit.
flow of traffic; the beholders merely structured the
floor areas with large vertical passages that only
they could traverse quickly and easily. Coupled
with constant beholder patrols overhead, the crea-
tures on the ground level were efficiently corralled.
The Arca onli
‘into three disti . The
sists ofthe maps. They can beffouind on
of the product cover and withinuthe:text it
second portion of the material is et ae
key: room-by-room descriptions of theseity, with
details and statistics onthe inhat
always be found there,
late with the maps: The!
ial contains #2078 Gea eae
various times during the.
investigation of the eae These.
folded into the oe
at certain locations. It is up-to the’
when and how these eventstran:
necessary to utilize all of the events, althoi
‘most of them further the overall plot, na
Qeqtoxii’s attempt to usurp rulership of the
from Ixathinon the hive mother and her reaction
to it.
The Maps
‘The main maps on the inside cover and on the
center pages of the booklet depict the city. One view
isa cutaway from the side, showing a cross-section
of the interior of both the upper and lower moun-
tains, plus a sampling of the inverted spires that
descend from above and the watch towers that pro-
trude from below. The remaining maps display top-
down views of the lower levels, plus a special
“unrolled” cutaway of the upper level. None of the
views present all of the details of every room; the
levels are too intricate and intertwined to do this
effectively, Instead, the maps provide a sampling of
the more mundane areas, while the major high-
lights of the city are described fully.llth K’hinax
The Key
As was mentioned previously, not every room in
the city has been noted on the main maps. To do so
would be impractical, both froma mapping stand-
point and also because of the limitations of space.
Not every one of the areasin the city could be prop-
etly described in the text. To compensate for this,
certain areas are labeled as typical, while others are
noted as being unique within the text.
The statistics and details for any creatures found
ina particular area (whether that area is considered
representative of many others just like it or com-
pletely unique) that do not move about much or
participate in the events are included in the key
area. Usually, notes that describe the creatures’
actions under various circumstances accompany
such material, All the other creatures that assume a
dynamic role within the framework of the adven-
ture are described at the end of the book, under the
heading “Major NPCs.”
The Events
‘The events themselves are all designed to be
dropped in at the DM’s whim to further the overall
plot of the adventure. Remember, this is more than
a mere exploration sequence; the characters have
been manipulated into coming here by Qeqtoxii,
and the elder orb has to continue to orchestrate
things in order to gain the outcome it desires. Sev-
eral of the events aid in advancing the elder orb’s
agenda, while a few of them are merely spice for
the adventure.
‘These events have been broken out separately
from the rest of the material both to draw attention
to them and because they are not typically location-
specific. In other words, they don’t occur the
moment the characters enter a room, but rather
when the DM decides to move the plotalong,
regardless of where the characters are. A couple of,
the events are specific to a location, but they differ
from a typical room encounter in that they don’t
necessarily occur the first time the party of heroes
enters an area.
R
Current Conditions
Within the City
Although Iith K’hinax now stands as a lost mon-
umentto the glory of the beholder population that
once ruled it, it is more than an empty, tomblike
cavity in the earth’s crust. The place still teems with
life, although it is not immediately obvious at first
glance. Of course, Ixathinon’s clan has returned to
the site and is setting up shop in the upper level,
but well before they arrived, multiple species
roamed wild through the tunnels and shafts of the
city.
Many of these creatures are the descendants of
pets and other domesticated beasts that were left
behind when the city fell and was abandoned.
‘Those that could survive adapted to the absolute
darkness and quickly spread throughout the great
cave that houses Ith K’hinax. Other creatures.
merely wandered in here and remained, thriving on
the bounty to be found, As a result, an entire micro-
ecology works within the place, so the various
monsters and whatnot the adventurers stumble
across during their exploration are not living in an
environmental vacuum, without needed sources of
food to sustain them.
What follows is an encounter table of sorts.
Rather than providing chance meetings with just
the main monsters in the place, these charts give the
DM some spice to sprinkle through the tunnels,
making the characters more cautious in their explo-
ration and yielding a better sense of the ecology of
the place (and perhaps giving the characters a clue
or two about what might be lurking around the
next turn).
‘The standard random encounter has a 1-in-10
chance of occurring each hour. However, you may
want to exercise more control over when and where
random encounters occur (making them somewhat
less than random) to avoid unusual or illogical cir-
cumstances. Also, when choosing areas for encoun-
ters to occur, you should select an encounter from
the list based on the characters’ surroundings rather
than roll one at random, but a die chart is included
for those instances where no selection is obvious.
Where more than one creature type is listed, the
numbers in parentheses that follow are the relative
chances of the two types occurring, respectively.llth K’hinax
Table 1: Random Encounters
Check once each hour; an encounter occurs on a roll
of Lon 1d10.
Roll Result
1-08 Bat, common or large (75% /25
09-16 Beetle, fire
17-24 Centipede, giant
25-32 Fungus, shrieker (75% chance to also
encounter violet fungi)
33-40 Insect, giant, cave cricket
41-46 Mold, brown or yellow (20% /80%)
47-52 Scorpion, large
53-60 Spider, hairy
61-66 Stirge
67-00 Natural phenomenon—consult Table 2
Table 2: Natural Phenomena
Roll Result
01-13 Aircurrent
14-26 Odor
27-39 Useless object
40-52 Sound
53-65 Water
66-78 Unstable ground
79-91 ‘Temperature
92-00 Minor treasure
Bat, common (14100): AC 8 (see below); MV 1, F124
(8); HD 1-2 hp; THACO 20; #AT 1; Dmg 1; SA
disruption; SZ T (1"); ML unreliable (3); Int ani-
mal (1); AL N; XP 15 each.
Notes: If startled, swarming bats may Ay inta people or things,
‘putting out torches (1% chance per bat encountered per
round), disrupting spellcasting (successful Wisdom check to
‘ast spell), disrupting combat (-2 penalty to THACO); under
ideal flying conditions, a bat’s AC lowers from 8 to 4
Any encounter with common bats will most likely
occur in their nesting area. A check for surprise
may be in order to see if the adventurers notice the
bats (or the droppings) before the bats are startled
and begin swarming. The bats feed off the blind
cave insects that can be found almost anywhere in
Ith K’hinax.
13
Bat, large (3d6): AC 8; MV 3, Fl 18 (C); HD 1d4 hp
or 1; THACO 19 or 20; AT 1; Dmg 1d2 (1d4 for 1-
HD bats); SD difficult to hit with missiles; SZ M
(5'-6'); ML unsteady (6); Int animal (1); AL N; XP
35 each.
Notes: Only 109% of those encountered will be of the larger 1-
HID variety; the creatures gain an AC bonus of +3 when
anyone with a Dexterity of 13 or less attempts to hit one
with a missile weapon; bat must land to bite: anyone bitten
by a large bat has a 1% chance of contracting rabies (see the
‘MONSTROUS MANUAL supplement for more information)
Large bats will most likely be encountered in their
own nesting area, but there is a 20% chance that
they will be sharing a roost with common bats.
Beetle, fire (33): AC 4; MV 12; HD 142; THAC) 1
#AT 1; Dmg 2d4; SZ S (2 /" long); ML steady (12);
Int non (0); AL N; XP 35 each
Notes: Special glands on the fie bectle make them luminous;
the glands can be removed and will continue to glow for 146
days afterward; the light illuminates a 10-foot radius,
Fire beetles are found roaming all over the lower level
ofthe Ith K’hinax. They remain from the time when
the city was occupied, serving asa unique light source
for the inhabitants. They occasionally can be found in
the same areas as roosting bats, consuming the drop-
pings. Ixathinon and the other beholders have cap-
tured and taken some of the fire beetles to the upper
levels to be used a light sources, so they can be
encountered there as well as in the lower levels,
Centipede, giant (212): AC 9; MV 15; HD 2hp;
THACO 20; #AT 1; Dmg nil; SA poison; SW sa
ing throw penalty; SZ T (1’ long); ML unsteady
(2); Int non (0); AL.N; XP 35 each.
Notes: Giant centipedes have a weak poison (+4 bonus to
saving throws) that paralyzes the victim for 246 hours; the
creatures’ small size makes them less capable of resisting
attacks, so they receive a ~1 penalty te all saving throws
Giant centipedes can be found almost anywhere,
even in the upper levels of Iith K’hinax, because the
beholders can easily avoid them and see the crea-
tures as handy deterrents to other critters wander-
ing into the upper levels.llth K’hinax
Fungus, shrieker (244): AC7; MV 1; HD3; THACO
17; #AT 0; SD noise; SZ M (4’-7"); ML steady (12);
Int non (0); AL N; XP 120 each.
Notes: Light within 30 feet or movement within 10 feet of
shtieker causes to emit a shrill shrek that lass for 13
rounds the shriek has a 30% chance per round of attracting
other creatures in the area
Shrickers were used by the beholders in Ilth K’hi-
nax as alarm systems to keep other kinds of crea-
tures out of secured areas, Whenever a beholder
wished to passa shrieker, the eye tyrant would sim-
ply use its petrification eye power to immobilize the
fungus until it was past. Shriekers are often (75%
chance) encountered with violet fungi
Fungus, violet (1d4): AC 7; MV 1; HD3; THACO 17;
#AT 1d4;Dmg nil; SA flesh rot: SZ M (4’~7'); ML
steady (12); Int non (0); AL N; XP 175 each.
Notes: Each violet fungus has from 1 to4 branches that it uses
to attack with. The length of the branches depends on the
size of the fungus: ¢ 4-foot tall fungus has 1-foot branches,
5-foot tall fungus has 2-foot branches, a 6-foot tall fungus
has 3foot branches, a 7-foot tall fungus has 4-foot branches;
these branches excrete a poison that rots flesh in one round
unless a successful saving throw Vs. poison is made or a cure
disease spell is cast
Insect, cave cricket (1d8): AC 4; MV 6, Hop 3; HD
143; THACO 20; #AT 0; SZ. T (1’); ML unreliable
(2); Int animal (1); ALN; XP 15 each.
Notes: The chirping of giant cave crickets drowns out all
conversation and spelicasting (using verbal components)
tion of approaching
predators and enemies,
Cave crickets can be found almost anywhere in the
lower levels, but Ixathinon wasted no time clearing
them out of the upper levels, because they are noth-
ing buta nuisance.
Mold, brown (1 patch): AC 9; MV 0; HD n/a;
THACO n/a; #AT 0; SA freezing; SD absorb heat;
SZ L; ML n/a; Int non (0); ALN; XP 15.
‘Notes: Any warm-blooded creature that comes withi
brown mold suffers 4d8 points of damage per 10
‘mold absorbs its body heat; magical items that providellth K’hinax
warmth (such as a ring of worm) protect the wearer
completely and items that negate or lessen cold-based
attacks (such as a fur of warmth) work as their description
states; any heat applied to a brown mold causes it to grow—
torches double its size, laming ofl guacruples it, firebal
spells cause it to increase in size eight-fold: only a
disintegrate (which destroys it), plant-affecting magic, and
cold-based spells afiect it; ice storms or walls of ice cause i
to go dormant for 5d6 turns: anand of cold, white dragon
breath, or a cone of cold spell kills it; brown mold does not
affect cold-using creatures.
Mold, yellow (1 patch): AC 9; MV 0; HD n/a;
THACO n/a; #AT 1; Dmg n/a; SA poison spores;
SD affected only by fire; MR 20%; SZ L; ML n/a;
Int non (0); ALN; XP 65.
Notes: Yellow mold may (8% chance) emit a cloud of spores in
2 10-oot radius if its touched roughly; any creature caught
in this cloud must succeed at a saving throw vs poisonor
die; a cure disease or resurrection spell within 24 hours can
restore life; fire of any sort destroys the yellow mold, and a
‘continua light spell renders it dormant for 246 turns: none of
the yellow mold encountered in Iith K’hinav is sentient,
Mold of either type has cropped up in out-of-the-
way areas of the caverns and tunnels of the city, and
the beholders have left them alone for the most part,
since they can easily avoid the stuff. The one excep-
tion to this is the brown mold in the upper levels
Since the beholders cannot skirt around a brown
mold patch as easily, these have been disintegrated.
Scorpion, large (146): AC 5; MY 9; HD 2+2; THACO,
19; #AT 3; Dmg 1d4/1d4/1; SA poison sting; SW.
blind; SZ $ (2' long); ML average (8); Int non (0);
ALN; XP 175 each.
Sut gears leper ua snow
a eu peo aae aoc eee
eine tee ens ee eg
Soiled conere enn ta eel
=.
The large scorpions found in Iith K’hinax are solid
white and blind, having lived many generations in
the complete darkness. They were brought here by
a visiting race (most likely the drow) during the
city’s heyday. Ixathinon’s clan does not care for the
scorpions for this reason, but they are content to let
the creatures alone for the time being, since they act
as yet another deterrent to unwelcome visitors.
Spider, hairy (1420): AC 8; MV 12, Wb 9; HD 1-1;
THACD 20; #AT 1; Dmg 1;SA poison; SZ T (6 or
less); ML average (10); Int low (7); AL NE; XP 65
each.
Notes: Hairy spiders do not spin webs, instead using other
spiders’ webs or pouncing dinecily on victims; they are
immune to all known spider venoms; up to 40 hairy spiders
‘an swarm a humanized victim and they gain a +5 bonus
toatiack rolls once they are attached to a vietim; they ane
resistant to crushing damage, so when victims rol on the
‘ground or against walls, the spiders are not affected; they can
‘carry small items and walk on walls or ceilings; they have 60-
foot infravision and are not afraid of fire; there is a 40%
chance that the creatures can detect invisibility, having a 4-in-
6 chance of doing so.each round; victims gain a +2 bonus to
saving throws vs. the hairy spider's poison, but the
‘victim suffers a -1 penalty to AC and attack rolls, and a-3
penalty to Dexterity checks for Idd-+1 roundls thereafter.
The hairy spiders were brought to llth K’hinax by
the drow; many of the dark elves used the creatures
as familiars and messengers. Although the behold-
ers did not particularly like the spiders, they per-
mitted the drow to bring them. Once the civil war
broke out within the city, the spiders got loose and
infested the place. In the centuries since the city’s,
downfall, they have bred and multiplied, and there
are literally thousands of the beasts all over the
place now. The beholder clan would very much like
to get rid of the spiders, mostly due to the fact that
they are a negative reminder of the eye tyrants’ for-
mer interaction with the drow. Unfortunately, the
spiders are too prolific and difficult to find, so it
looks like they are here to stay.
Stirge (3d10): AC 8; MV 3, Fl 18 (C); HD 1+1;
THAC 17; #AT 1; Dmg 13; SA blood drain; SZ
(2' wingspan); ML average (8); Int animal (1);
ALN; XP 175 each.
Notes Stiges attacks LHD creatures de to their bility to find
Pry’ weakness; when a stig rakes «ccoseful sac
‘rth proboscl it begins dining 184 pois of damage
Worth of blood each oud Unretfer one it drains 12 points
{i blood it fle away to digas dict thelr tong grip eraee
tnustbe ill tobe removed fom vcs; fam atlack agaist
altace sige misses, make anoterafack rol agin the
‘icin’ AC toate if the attack ils dhe iti instead
When the beholder clan first moved back into the
city, they discovered a “supply” of stirges that had
been petrified and put into storage. Ixathinonordered the stinges restored to life and placed ina
chamber or two to guard against unwelcome visi-
tors, Thus they can be found only in the lower lev-
els, away from the beholders themselves.
Natural Phenomena
Each of the following encounters have been inten-
tionally left vague and open to further enhancement
by you, the DM. They are nothing more than
unusual occurrences in the geography of the place,
but they should give the players pause as they have
their characters explore the depths of the city.
Air current: This can include such things as cold or
hot currents, up- or downdrafts, humid spots,
downright windy breezes, and perfectly still loca-
tions. They can blow from nowhere in particular, or
they can come from small shafts located in the floor,
wails, or ceilings.
Odor: Smells can include decaying material, acrid
orsmoky odors, animal waste, the smell of sulfur,
or any other odor you can come up with.
Useless object: This should be some sort of minor
and broken piece of equipment or miscellaneous
stuff, Perhaps the characters recognize it, or perhaps
not. Such items can include a broken arrow, dried
blood, a rusted or broken tool, slimy spots on the
‘wall, carefully aligned stones on the floor, unusual
orstrange scratchings or carvings in the stone, etc.
Sound: Noises of all types are included in this cate-
gory. The adventurers can hear a distant roar, run-
ning water, dripping, moaning or whistling, strange
footsteps, and so forth. They could also come across
a place where the stone is shaped in such a way that
sound carries differently or is diminished or magni-
fied (such as standing in the middle of a building's
rotunda).
Water: Water encounters can vary from a slight
trickle running out of a crack in the wall to a dark,
stagnant puddle, to a major torrent running through
a tunnel or passage. The water may be cold or hot,
crystal clear and suitable for drinking or full of min-
erals, soil, or poisons leached from the ground.
llth K’hinax
Unstable ground: During the course of the fighting
and in the years since, the structural integrity of the
city has become suspect in many places. The char-
acters may stumble across places where the
stonework has cracked or crumbled away, or where
footing is treacherous. Hidden sinkholes may lurk
underneath a thin layer of shale, waiting for a heav-
ily armored warrior to step there and fall through.
Effects of disturbing unstable stonework are left up
to you, the DM.
‘Temperature: Hot and cold spots may be found
anywhere in the tunnels and caverns of the city: The
temperature may change only slightly, or it may
become uncomfortably hot or cold. It may affect the
air, or the stone itself may altered.
Minor treasure: This last entry includes any sort of
insignificant trinket that was lost or dropped dur-
ing the chaos of the civil war. Items found should
usually be small and of relatively little value, such
asa coin, a small piece of cheap jewelry, or some
thing not recognized by the characters (a tactile
map for a blind race, read by sense of touch rather
than sight, is a good example). Ifthe DM wishes, a
more significant find can be substituted, but it
should ideally never be more than a gemstone or
two, or perhaps a potion.
Keyed Areas
The following sections are the keyed areas repre-
sented on the maps. They are broken down into a
two-part hierarchy: The first number indicates
which level of the city is being described, and the
second indicates the specific room or area within
that level. Occasionally a lower-case letter follows,
the room number, indicating multiple subsections
ofa particular location. Note that all descriptive text
to be read aloud assumes the adventurers are using
some sort of normal light source. If they are utiliz~
ing other visual means, you may need to alter the
descriptions slightly. If they actually try to navigate
in the dark, then they obviously see nothing, at all
(and won't last very long in the depths of the earth,
either),Settee aits
y re
NE eet
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fllth K’hinax
Level 1 (Lowest Level)
This level is the lowest physical level in the entire
city. It was treated as a common area by the behold-
ers. All traffic coming and going in the city passed
into the cavern at this level, and during normal
times (that is, when the city was not under some
sort of attack) the gates were always open and pas-
sage was unrestricted. Of course, the city proper
(everything inside the gates) is all within the moun-
tain rather than being out in the great cavern itself,
‘80 movement vertically was still restricted. The only
means of reaching higher levels of the city was to
journey to the interior of the city and procure per-
mission. Anyone caught traveling along the outer
slope of the mountain was imprisoned immediately.
Beholder-kin suited to the task patrolled the “skies”
‘overhead to enforce this.
Since there were a variety of creatures either
serving the beholders or visiting as merchants, the
layout of this lowest level of the city is somewhat
haphazard, Each species had particular tastes
and /or needs, and the beholders obliged—some-
what, In some cases (such as with the duergar—see
below), the beholders imposed their own will on
the design of the residential zones, while in others
they allowed the species to alter the locales to suit
themselves. Those species whom the beholders con-
sidered far beneath them (for they considered all.
nonbeholder creatures to be inferior) were restricted
to the lowest level. Their more esteemed allies
(those creature types whom the beholders consid-
ered to be potentially formidable foes and therefore
deserved their grudging respect) were afforded
more posh quarters on the second level.
Ixathinon has left this portion of the city alone
thus far, since the hive has limited resources and
doesn’t really have a need for the lower levels of the
place yet, anyway. Zulnethrac, a true beholder in
‘charge of the protection of Iith K’hinax, made only
a cursory inspection of this area when the hive first
arrived at Ilth K’hinax. Its primary intent was to
ascertain that it was not occupied by any organized
society of creatures that might pose a threat to the
hive. It found signs of other creatures but chose to
leave them alone, as they made good defenses
against other species that might find their way into
the lower levels. In addition, it was unable to com-
18
pletely scour all of the different areas of the lower
sections, as various cave-ins prevented it from tra-
versing the entirety of the place. It wisely chose not
to blast its way through these blockages with its eye
powers, assuming that some of them were unstable
and would require further scrutiny before they
could be safely removed, Since that first pass-
through, it has not been back.
1-1. Entrance Tunnel and City Gate
Whether the characters descended from the
basement levels of the secret headquarters of the
‘Unblinking Eye or from the abandoned warehouse
(depending on which beginning you used to
launch the adventure), the steep tound tunnel they
discovered leads down, down, and even further
down, spanning more than a mile before it exits
into a larger passage that runs much more levell
Read the following aloud to the players, adjusting,
as necessary:
This larger tunnel is one of the ancient roadways
of the Underdark, used eons ago by many subter-
ranean species to travel from place to place. This
particular pathway is no longer in use, which will
juickly become apparent if the characters turn to
the right. After perhaps 200 yards or so, they come
upon a great cave-in. This collapse happened dur-
ing the civil war within Ilth K’hinax, and no one
ever managed to dig it out again.
The other direction leads to the city itself, Char
acters who wander in this direction find that they
will travel a quarter-mile before they reach one of
the old official gates to llth K’hinax. Read the fol-
lowing to the players:llth K’hinax
‘The tunnel nins straight and true, and as you fol-
low it, you sense that countless others once traveled
his path, much as surface-dwellers might travel the
‘s roads. The center of the tunnel’s floor seems
aS ee
wore it smooth eee Lingering traces
of strange carvings favs fe ira
This pathway continues to descend for another
350 yards or so before arriving at a gateway. When
the adventurers arrive at this point, read the follow-
ing aloud to the players:
Ahead of you, an te breaks the tun-
nel you follow. te sh widens sighily ond ihe
ceiling rises to a higher elevation overhead.
‘Between you and the opening lays a wide pool of
Heo tune oe
moat for the ruined gate. What to be a
twin set of mammoth stone doors lie shattered in
the mouth of the pathway. At one time, these
‘great valves must have been ly balanced
on their hinges, for they obviously weigh several
tons. Above the gate isa small balcony with a
recessed alcove behind it.
The pool of water is actually a giant “moat”
about 40 feet deep that encircles part of the lowest,
level of the city. The chasm that contains the water
stretches beyond the sides of the tunnel in a gentle
curve to either side; its ceiling rises only a few
inches above the water level everywhere except
where it bisects the tunnel arriving at the cit
The gate at one time had a special hinged exten-
sion bridge that could stretch across the water to
the pathway. It was anchored by a special boom
that extended out over the gateway from the bal-
cony over the gate. When the bridge was retracted,
it served to further block the entrance.
The balcony served as a perch for a watch and
also housed the mechanisms that extended and.
retracted the boom and the bridge. The alcove is
actually the doorway to the other side of the gate,
but it is blocked by a door of blackstone. Duergar
were stationed here, supervised by spectators. The
beholder-kin opened the doorway via their anti-
magic ray, of course, but invaders could not get
through this way.
The bridge and boom have long since deterio-
rated and collapsed, falling into the murky depths
of the water and sinking out of sight. The characters
should have little trouble getting across the water
and through the gateway, however. Beyond the
gate, the tunnel continues as before.
Qeqtoxii the Guide: When the characters are
first faced with the decision of whether to turn right
or left, Qeqtoxii suggests going to the left for some
plausible reason. Of course, the elder orb won't
push the matter since it doesn’t want to blow its
disguise now, but it has to try to guide the adven-
turers whenever it can.
1-2. Main Avenue
Once the characters traverse the gate from Area
1-1, they find themselves following one of the main
thoroughfares directly to the heart of the city. When
the city was still fully occupied, all of the external
approaches to IIth K’hinax bypassed the perimeter
regions and met in the center of the lowest level,
which served as a common marketplace for the var-
ious races. This particular route has suffered a cave-
in and now appears to be impassable.
If the characters inspect the cave-in carefully,
they discover that a small, yet passable, opening up
high leads to Area 1-4. The characters can find no
other way to dig through the cave-in to reach the
other side of the passage and the center of the city
If they attempt to, the rubble shifts and settles omi-
nously,
Qeqtoxii the Guide: Since Qeqtoxii can’t lead the
adventurers directly to the opening in the cave-in,
the elder orb merely tries to direct one of the char-
acters to that general area. This can be as easy as
having his human persona ask, “Has anyone
looked up there yet?”
1-3. Observation Towers
The watch towers scattered around the perimeter
of Level 1 are all constructed in a similar manner.
They rise from the floor of the level up through the
roof and out of the mountain's surface. Only one
way exists in and out of the towers from within the
mountain, and that access was at one time always
blocked with a doorway of blackstone. Currently,
there is only a 30% chance that the blackstone is
intact, unless specifically noted elsewhere in theuth K’hinax
key. Only beholders, beholder-kin, and minions
accompanying one of the eye tyrants could gain
access to the towers.
Inside the tower is a\hollow shaft approximately
20 feet in diameter. A set of steps winds in a great
spiral upward from the floor, abutting the wall.
The steps were for the benefit of indentured races
who could not float to the top as the beholders
did. The steps ascend the tower, which is approxi-
mately 100 feet high. The exact distance differs for
each tower, since the mountain overhead is imper-
fect—the end result always has the tower rising 40,
feet from the point where it emerges from the
ground.
At the top of the tower nuns a catwalk that cir-
cumnavigates its perimeter. Servant creatures
assigned to maintain watch would use the catwalk,
while the beholders themselves would simply
ascend the shaft and hover there. Since the behold-
ers were so paranoid about the loyalty of other
races, they actually pulled guard duty themselves.
Asa result, each tower was also equipped with a
special lantern for the beholders to use like search
MAP 43 Observationgfowet
lights, shining the brilliant beams over the ground
around the base of the tower
‘The first time the characters climb to the top of an
intact tower, read the following aloud to them:
The points of light overhead emanate from the
upper level of the city, the part that Inathinon’s
hive currently occupies. They have restored that
portion of the place to full functionality. At its
height, lith K’hinax was filled with marvelous
lights from many different types of sources. Glow-
ing fungi, special cave beetles, even objects
enchanted with continual light spells abounded.
Beholders love all things visual, and fantastic dis-
plays of light certainly fall into this category.
Although many of the subterranean species have
very refined infravision, the beholders of Iith K’hi-
nax kept the city well-lit, both for their own bene-
fit and also for those Visitors and minions whose
eyesight was limited.
If the players decide that they wish to have their
characters scale the outside of the lower levels,
they can accomplish this within three hours and
three Dexterity checks (at a -2 penalty), Because so
much time has passed since the beholders lived
here (and kept up the place), the outer surface of
the lower levels have formed numerous stalag-
mites that the characters must work around. If the
characters use rope and anchor it to stalagmites,
then only the lead character needs to make the
Dexterity check (unless he has an appropriate spell
helping him).
Qeqtoxii the Guide: The natural curiosity of
player characters will most likely cause them to
investigate the observation towers in the hopes of
seeing the view (if nothing else). Qeqtoxii actually
welcomes this curiosity. After all, once the adven-
turers sce the view, the elder orb will have an eas-
ier time trying to get them to go to the upper
reaches of the city. However, after the characters
207)
¥
llth K’hinax
see the view, Qeqtoxii wants them to avoid the
other towers. Being an intelligent creature, Qeq-
toxii is careful not to show too much enthusiasm
when the characters first see a tower. Instead, the
elder orb either mentions that going up in one of
the towers could give them all an idea of what the
city as.a whole looks like (or he supports the
adventurer that brings up the idea before Qeqtoxii
can). This way, after they see the view, the elder
orb can urge them along without having to do an
about-face in acting!
1-3a. Cave Fisher Lair
This particular tower no longer has a blackstone
doorway intact. It was destroyed during the civil
war that ripped Ilth K’hinax apart so many years
ago. Since that time, a family of cave fishers has
taken over the inner shaft, The cave fishers have
set up their lair on the balcony and cast their fila-
ments down the shait. They survive off a nearby
nest of bats that flies through the tower on a regu-
Jar basis to feed on the insects in the larger cavern
beyond. Characters entering the tower are in dan-
ger of running into the filaments of the beasts,
which will attempt to pull them up to the top of
the tower to feed.
Cave fisher (4); AC 4; MV 1; HD3; hp 16 (+2), 10, 7;
THACD 17 or 15; #AT 2; Dmg 2d4/2d4;SA adhe-
sive trapline; SD anchoring; SZ. M (7' long); ML
steady (12); Int semi- (3); AL N; XP 175 each.
Notes: The cave fisher can suspend an adhesive filament that is
‘almost undetectable by its prey—there is only a 20% chance
(of seeing it within 10 feet, and no chance at all beyond that
detect snares and pits spell will reveal the filaments; the
filaments can only be cut by +1 or beter edged weapons; the
cave fisher can altematively shoot its filament directly at a
victim, striking as a 6-HD monster (THACO of 15); it can lift
up to 400 pounds at a rateof 15 feet per round and is
considered to havea Strength of 18/00; it can walk on walls
and ceilings and use its adhesive to anchor itself in place.
1-4, Duergar Warren
When the characters reach the other side of the
cave-in and descend to this area, read the following
aloud:
21
One of the subordinate races serving the behold-
ers were the duergar. These gray dwarves held a
lowly place in the many eyes of the beholders, but
they were myriad in number and easily cowed.
Thus they became the common laborer within the
city. The duergar were put to work hauling, clean-
ing, fetching, and digging throughout the lower
two levels of the city, and they were given this
entire zone as a residence.
The ceilings of the residential sections them-
selves are higher than the tunnels leading into the
city so that the beholders and beholder-kin could
patrol the area with ease. In this particular area,
the duergar warrens are like a micro-city within
the larger one; the whole area has a ceiling height
of well over 50 feet, and each of the rounded struc-
tures are actually buildings only two or three sto-
ries high. The beholder patrols could move about
over the roofs of these dwellings, maintaining
unrestricted lines of sight throughout the place.
The duergar did not particularly care for the
habitats the beholders provided for them, but they
were given little choice; the beholders had a single
mindset when it came to the architecture of this
place, and that mindset was strongly and
unswervingly devoted to roundness. In addition,
the duergar disliked the fact that their homes were
out in the open like this and that the beholders
could spy on them whenever they chose, but they
made up for it by digging into the rock beneath
their homes and establishing a series of tunnels.
They could use these tunnels to move about from
domicile to domicile undetected, escaping the
everwatching eyes of the beholders overhead.They preferred the confines of the tunnels to the
open, exposed feel of the houses, anyway, so they
spenta great deal of time there
Today, many of the structures are demolished
because they were destroyed during the fighting
that took place during the war over Ilth K’hinax
Some of the tunnels are caved in as well, but mos
of them are still intact, and the adventurers may
venture into them if they wish. See the individual
entries for more information. Only one other way
out of the duergar warrens exists; one of the two.
gateways leading to the central plaza is blocked
by the rubble of collapsed buildings, but the
other (the one further around to the north) is still
accessible.
There is a 15% chance each round (noncumnula
tive) the characters spend in the duergar warrens
that they will encounter a tunnel worm (see location
14a) hidden in the rubble, waiting for prey to come
near. The worm will lunge from its hiding place to
attack. Chances for surprise are normal. Reduce the
number of tunnel worms in area 1—4a for every one
encountered and killed in this manner.
Qeqtoxii the Guide: Qeqtoxii realizes that the
characters have to pass through this area to get to
the center of the lower level, but the elder orb tries
to prod the adventurers onward. To do this, it
points out that not only have the beholders proba-
bly been through here already, but that they have
also collected anything of worth as well. If the char
acters are too curious to pass up the intact dwelling
(area 14a), the elder orb supports their decision
quietly
1-+4a. Intact Dwelling,
This is one of the few duergar structures still per-
fectly intact. If the characters venture inside, read
the following aloud to the players:
Ducking your head slightly to navigate the low
doorway, you pass through it to find yourself in a
low-ceilinged room—no more than 5/ feet high.
The large chamber in which you stand is empty,
buta doorway leads further into the structure,
and a stone staircase rises up to a second story in
one corner. Everything is constructed of quarried
stone of the type found in this region.The rest of the structure is as empty as this front
chamber, all of its contents scavenged long ago. In
one of the back rooms, an opening to a root cellar
actually leads down to the tunnels dug into the rock
floor of this immense area. If the adventurers
descend into this opening, they find themselves ina
series of twisting, turning burrows (displayed on
the map in the second color). Everyone except half
lings and gnomes must stoop to some degree or
another to move through here. If the characters
explore these tunnels to any extent at all, they are in
for a nasty surprise, as they now serve as the abode
fora swarm of tunnel worms.
Centipede, tunnel worm (5): AC 4; MV 6; HD 9+3;
hp 53, 40, 38 (x2), 35; THACO 11; #AT 1; Dmg 2d4;
SA lunging; SZ G 30"; ML steady (12); Int non (0);
AL N; XP 1,400 each.
Notes: The tunnel worm attacks by lunging atits victim,
gaining a +2bonus to its attack rolls; when it hits, it has
Seized the victim in its mandibles, but itinficts no damage
until it has chewed through armor: 1 round for leather or
worse, 2 rounds for armor tougher than leather up to chain
mail, and 3 rounds for armor tougher than chain mail; once
the armor has been chewed through. the tunnel werm
automatically inflicts damage each round thereafter; ifa
tunnel worm suifers 15 or more points of fire damage or
Toses 60% ofits hit points, it releases any victims and
retreats to its lair
The tunnel worms lie in wait in the side pas-
sages, lunging and striking as creatures draw near
to the intersections. They also double back and
strike from the rear, if possible. Consult the map to
plan an appropriate strategy for the creatures.
Within the tunnel worms’ lair (marked on the
map with an “X") can be found a few coins (2 gold
and 6 platinum, both of a mint never seen before by
the characters), one pearl broach worth 500 gp, and
one teardrop-shaped red agate valued at 10 gp.
These are scattered among insect husks, bones, and
other refuse left there by the worms
1-4b. Courtyard
This area was once an open plaza for the duergar
when they wished to hold assemblies. In the center
of it is a raised platform of stone where speakers
stood so they could be heard by everyone gathered.
While some of the rubble of the collapsed buildings
have encroached upon this open area, itis still
llth K’hinax
mostly devoid of the debris that covers everything
else in this part of the city.
When the characters reach this area, they see a
faint light coming from the far end of the courtyard.
If they approach the light, read the following aloud,
adjusting as necessary:
oretn
The plants are yellow musk creepers. If the
adventurers come within 10 feet of any of the
plants, then several of the flowers nearest the char-
acters puff pollen at them. Those hit by the pollen
must make a successful saving throw vs. spell or
be entranced and walk toward the plant. If the vic-
tim reaches the creeper, one of the green bulbs that
the plant grows extends its roots into the victim’s
head. The roots reach the victim’s brain in two
rounds, When this occurs, the victim loses 1d4
points of Intelligence per round after the first
round.
Yellow musk creeper (Plant, dangerous) (2): AC 7;
MV 0; HD3; hp 21, 13; THACO 17; #AT 7, 5; Dmg,
nil; SA pollen: SD special immunities; SZ L 20°
square; ML fearless (20); Int non (0); AL N; XP 650.
Notes: This plant is immune to charm, hold illusion, sleep, and
‘ther mind-affecting attacks; these particular plants have
three and two dark green buds and seven and five flowers,
respectively; damage to the plant is disregarded unless the
bulbous root is attacked; victims reduced to 0 Intelligence
die instantly; man-sized humanoids reduced to 1 or 2
Intelligence hecame yellow musk zombies under the
t's control (one zombie for every two flowers): if the
plant dies before reducing the victim to.a zambie, 1
Intelligence point is regained per day or a heal spell instantly
restores Intelligence; a zombie can be cured by destroying
the plant and then using a neutralize potson followed by a
heal spell and four weeks of rest.llth K’hinax
Ifone of the characters becomes a zombie, then he
acquires yellow skin and a glazed look but retains
most everything else. While he can keep his hit
points, he attacks as a2 HD monster and cannot
cast spells or receive bonuses for high ability scores.
Yellow musk zombies cannot be turned and serve
their creeper for around two months (remaining at
least 100 feet away at all times) before moving 200
feet away from the creeper and dying. The seedling
that was growing in the zombie’s head sprouts,
flowers, and becomes a new creeper.
If the adventurers kill off both of the plants,
then they can root around the plants and find 57
copper pieces, two 10-gp lapis lazuli stones, one
50-gp chalcedony stone, two 100-gp spinels, one
500-gp peridot, two 1,000-gp oriental topaz gems,
a rusted long sword, some rotted leather armor, a
short sword +1, and the skeletal remains of two
humanoids.
If the characters look around for more of these
plants (given their mode of reproduction), they
won't find any. Zuinethrac has started destroying
the plants with its disintegrate ray. The beholder was
interrupted while working on this project and hasn’t
come back to finish the job yet.
1-5. Central Plaza
Most of the commerce of the city took place in
this part of Ilth K’hinax. The caravans of the various
Underdark nations would travel the great under-
ground highway tunnels and come here, arriving
through the main avenue tunnels and through the
gates. This was a common ground, a central loca-
tion where all species were on equal footing; feuds
between clans or species were to be left outside the
gates, and the beholders would not tolerate viola-
tions of this policy.
The central plaza was also a great security check-
point for the city, for all roads led directly here, and,
all other parts of the city had to be accessed through
this location. The level above this one remains open
to this area, looking down on the plaza from a sig-
nificant height similar to a balcony. Most of the
beholder residents that interacted with the lower
city entered and departed this way, so there was a
constant stream of activity overhead, an effective
deterrent to keep the merchants below from engag-
ing in any criminal activities.
28
Read the following aloud to the players the first
time their characters arrive at this site:
The characters find next to nothing of value
here. At one time, much of the material that had
been used in constructing the booths and trans-
ports remained even after the war had subsided,
but time and looters have long since done away.
with most of it. Little remains but shards of stone
and a few planks of lumber.
The second level of the lower city is also open to
this area, although it is a good 75 feet overhead. If
the adventurers gaze upward, they can see the
vastness of the cavern above, as well as some of
the lights of the upper city. They can also see the
support columns of the elevator rising from the
inner plaza up to the platform that spans out
across the open space from the rest of the second
level. The central core shoots up higher than any,
light source can penetrate: The wall separating the
central plaza from the inner plaza stands 50 feet
tall
Qeqtoxii the Guide: Once the characters enter
this area, the elder orb simply follows the group's
lead until they discover area 1-5b.
1a. Mimic Lair
Along one portion of the wall that separates
the central plaza from the inner plaza is a large
pile of refuse and debris that seems to have been
gathered from the surrounding wreckage.
Although still somewhat messy, it most definitely
appears to be an organized pile of trash, put
together perhaps as a minimal shelter for some
small humanoid. Read the following aloud to the
players when their characters are able to spot this
aberration:llth K’hinax
In reality, this pile of material is a mimic that has
found its way into the ancient city and has been
feeding itself for many years on the various small
game to be found here, It acts in typical mimic fash-
ion, lying in wait until some creature strays too close
to its reach and becomes a meal. Even though there
hasn‘t been much in the way of humanoid traffic
near this creature in many years, it still takes on the
appearance of something attificial, due to its wiz-
ardly origin. Although Zulnethrac has patrolled
through this area several times and seen the peculiar
“structure,” it has thus far chosen to ignore it, as it
has seen no other evidence that anything lives there.
Mimic, common (1): AC 7; MV 3; HD 8; hp 42;
THACO 13; #AT 1; Dmg 34; SA glue; SD camou-
flage; SW bright light; SZ L; ML champion (15);
Intaverage (10); AL N; XP 1,400.
Notes: A mimic can easily surprise its victims (4 penalty to
rolls); whenever a creature gets within range of the mimic, it
lashes out with a pseudopod and inflicts damage; any
creature or item that touches a mimic s held fast by the glue
it secretes; a glued victim may either attempt a bend bars
roll fo break free, or alcohol weakens the glue in three
rounds, providing an automatic success to break free: a
victim attempting to break free cannot take any other action
in the round; the glue dissolves five rounds after the mimic’
death; a mimic may neutralize its own glue at any time:
mimics are immune to acid attacks and are unaffected by
molds, green slime, and various puddings; mimics are
sensitive tolight and heat from up to 90 feet away, and any
powerful light soutce can blind a mimic.
The mimic waits until an adventurer moves close
enough to check out the supposed structure, then it
strikes. If the characters spend quite a long time in
combat, or if they make an inordinate amount of
noise fighting it, they stand a fair chance (base of
35%) of attracting the attention of one of the behold-
ersin Ixathinon's dan.
if the characters look, they will discover a smat-
tering of treasure hidden beneath the mimic. These
25
are merely baubles that were collected by other
creatures the mimic consumed. Included in the
trove are 22 pp (drow coins) and a handfal of
gems—three turquoise stones valued at 10 gp, one
50-gp serpentine stone, and one gold ring with an
oval precious cat's eye worth 150 gp total.
1-5b. Entrance to Inner Plaza
At this location along the great wall that divides
the two areas of the plaza stands a huge gateway.
The opening is large enough to allow a wagon
through, and before the civil wer, it was carefully
guarded at all times by both beholders and minion
species, To further ensure that no uninvited guests
could get through this portal, the entire opening,
was actually sealed with a giant plug of blackstone
rather than an actual door. The eye tyrants did not
wish to allow any breach in their security here, as
this was the only means of reaching the second
evel of the city trom the ground, short of entering
through one of the observation towers on the sur-
face of the mountain. Thus, only beholders using
their anti-magic eye power could grant access to
anyone wishing to enter.
Although this huge gate was torn asunder during
the war that destroyed Ilth K’hinax, Ixathinon had
the blackstone plug repaired by Qeqtoxii when the
clan first arrived here. She did not wish to take any
chances, even though the city was supposedly lost
and forgotten by the rest of the world. Read the fol-
lowing aloud to the players the first time their char-
acters pass this point:
The towers themselves are little more than hol-
low columns with a stairwell inside. The
grounded troops that once served the beholders
could climb to the top of the towers in this man-
ner (accessed from area 1-6), while the eye tyrants
themselves simply hovered about, ever vigilant
for attacks.