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The Demon's Return , an AD&D adventure for characters level 6-10
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This module is designed for use with the AD&D(tm) game from TSR, Inc. and contains references to trademarks and/or copyrighted material owned by that company.   The original portions of this works are (c) copyright 1994 by Keven Simmons and is being offered free of charge under the following conditions:

1) You may not sell this material for your own profit
2) If this material is redistributed, either electronically or in printed form, it must include this copyright notice.
3) You may modify details of this material for your own purposes, but only the original can be redistributed.

Correspondence regarding this material can be sent via U.S. Post to:
	Keven Simmons, POB 351, Sherburne NY 13460

or via the internet to:   simmonsk@norwich.net
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This material may contain references to non-TSR monsters, spells and magic items. If you would like information on non-standard spells or items used in this module, write or e-mail me at the above addresses.  I will be happy to share whatever information I can. 
 
Feel free to make modifications as you deem necessary in order to make the module playable in your campaign.  If the GIF-format maps for this adventure were not included, or you are unable to read them, I will provide paper copies free of charge to anyone who sends a self-addressed, stamped envelope to the address above. Please mention the module name (and version number if applicable) when requesting maps.

abbreviations and other notations used:
     th or thaco = to hit armor class 0
     hd = hit dice
     hp = hit points
     ac = armor class
     d = damage
     mr = magic resistance
     str = strength
     con = constitution
     dex = dexterity
     int = intelligence
     wis = wisdom
     chr = charisma
     pp = pick pockets
     ol = open locks
     frt = find / remove traps
     hs = hide in shadows
     ms = move silently
     hn = hear noise
     cw = climb walls
     rl = read languages

Some spells, magic items or monsters may have a notation following them similar to this:  find familiar [P 134].  The information in the brackets is a book and page number reference for locating the item's description.  The following are the book abbreviations used in these references:
     P = Player's Handbook (2nd edition, first printing)
     T = Tome of Magic
     D = Dungeon Master's Guide
     A = Unearthed Arcana
     M = Monster Manual
     F = Fiend Folio
     S = Monster Manual II (first edition)
     C = Creature Catalog Supplements
     K = my own compiled reference manuals

If you eventually use this module, I would like to hear how it turned out. 

enjoy!
           ---keven
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Lore

Many years ago, in ages past when the gods of humanity were starting to grow in power, there rose among the population of Karaken, a cult dedicated to the shunned goddess of death, Pestula.  The leaders of this movement were primarily cleric/magic-users whose ultimate goal was to place a chosen one of their goddess upon the throne of the land.  They succeeded in infiltrating the royal household and in one dark, evil evening, killed the entire royal family and made of their deaths an offering to the goddess.  Pestula responded by taking unto herself one of her male followers and begetting of him a cambion of great power who was called by men Zagaroth, the despoiler. Through the power of Pestula, Zagaroth was born full into his own power and strength and was placed upon the throne of Karaken.

The years that followed were ones of evil and cruelty.  Zagaroth built an empire that knew no equal. A select few, those with strength and power, survived in luxury, while the weak and unfortunate were enslaved or killed.  Pain, lust, greed, and fear were the driving forces of Zagaroth's lawless empire where evil brought profit, and virtue, none at all.

This well of chaos and evil, however, angered the other gods who saw their followers tortured and killed at the hands of Pestula's son.  The gods of good and law joined forces and sent forth to the lands of men, an army to topple Zagaroth's empire.  The war that followed was long and bloody, but eventually Zagaroth's forces were destroyed, and the demons that served him banished back to the abyss.  When the cambion saw that the end was near, he called upon his mother for immortal aid.  Pestula however was embattled upon her own plane and did not hear, or could not respond to her son's pleas. Thus was Zagaroth imploring for help when the three great arch-angel generals (ie.  greater solars or devas or the like) came upon him.  These three knew that to kill him was only to free his soul to return to his mother and so set to weave a great spell that would open a gate into the Void and cast the evil one in, thus destroying him forever.  As the spell was nearing completion however, Pestula finally heard her son's call and so started to reverse the spell the angels were attempting.

The angels realized that even their combined power was no match for a greater god and so threw the spell into stasis thus trapping Zagaroth between the Void and the prime material plane.  The three magical elements that would remove the stasis, they infused into 3 gems, each cut in the shape of an eye, and set guards to ensure that they would not be used to set Zagaroth free.  For if the three gems are returned to their respective places upon the wall of Zagaroth's prison chamber, the stasis would be removed, and the spell will continue its reversal, setting the evil one free. If however, the gems are shattered at the critical moment when the binding spell is nearly breached, the magical forces released will thrust Zagaroth back through the gate and into the void, destroying him forever. 

The following is an epic poem attributed to the great scholar and poet Kunglaren Hargrath that narrates these events and describes the use of the gems in freeing or destroying Zagaroth.  The first portion of the poem has survived to the present day, but the ending, which describes the method for releasing Zagaroth, has been lost for centuries. 

In ages past, the tale is told
Of Evils reign from the city of gold

Greate the empire, great the fear
The power felt both far and near

Together they came from land and plane
To worship She, who is life's bane

The mighty ones of the land of men
Did call to those of Evil's den

And from the union of Abyss and man
One did arise as was the plan

With powers great, of equal none
Such was this king, Death's favored son

And fron his throne the evil spred
From land to land, the fear and dread

Never had the world before
Stood so close to queen Death's door

But as his reign of terror grew
So did the wrath of a mighty few

These sent forth a host of good
Against which Evil's minions stood

So on the field of war they met
Trading lives, blood, tears, and sweat

For many months this battle raged
Until at last the end was staged

Through spell and sword and brave attack
Evil's host was driven back

His minions killed or banished all
The great one fled his ravaged hall

And while he cried for immortal aide
The force of good their end game played

Together they bound with spells of power
His flesh and soul while he did cower

When the binding at last was done
His imprisonment begun

Trapped is he between the planes
Where his power slowly wanes

(Here ends the portion of the poem which is common knowledge.  The remainder has been lost to scholars for many years.)
	Until there comes a force again
Of evil from the land of men

For what is made can be undone
The lock opened, the trap unsprung

The guardians eye, they are the keys
That can be used to set him free

One each from the forks three tines
They will sunder that which binds

The labyrinth doth hide the gate
Beyond which doth the watcher wait

The way is barred through stone and spell
Only the eyes the way will tell

One each in south, west and north
Then shall the portal open forth

Into the depths, into the eye
To where the evil one doth lie

Should to this place of Evil go
Minions of the hated foe

Then shall his prison wall open
And He shall live and reign again

But if there comes a force of good
And if their will be understood

Then can the prison be destroyed
When all three eyes are so employed

When placed within the watching walls
Of the evil one's round hall

Then shall the spell that bind loosen
And he shall start to stir again

But if when prison walls are blue
The eyes be sundered through and through

Cast he shall be into the void
And forever be destroyed

So shall it be as I have written it here on this 12th day of the third season in the 9th year of King Peraged of Aksa.

-Kunglaren Hargrath

Adventure Background

In recent years, a small following of Pestula has located the ruined temple that was once Zagaroth's private sanctuary and is now his place of imprisonment. They believe (correctly) that their Goddess's son lies trapped nearby, but have not been able to uncover the way to gain entrance to his inner sanctum.  This has not stopped them from trying to free him, but so far their efforts have been fruitless.  At the same time they have been trying to track down a copy of Kunglaren Hargrath's epic poem that details Zagaroth's rise and fall.  The first part of the poem is common knowledge, but the second half has been lost for ages and it is this second half that contains the riddle that reveals how to free (or destroy) Zagaroth.  Finally, the cult has heard that an ancient collection of poems transcribed by the great bard and scribe Brader of the Dell, contains Hargrath's poem in its entirety.  They have succeeded in locating the collection and have sent one of their members, Dara, a cleric/assassin to steal the tome and return to the temple with it.

For the DM

The DM should arrange it so that one of the PC's comes into possession of the tome of Brader.  If one of them has a library then the tome may have been in their keeping for several years before this adventure starts.  It may have been sent to them by an old friend or family member who died and bequeathed to them a collection of books containing the poem.  In any event, the PC's will first become aware of the book's possible value when Dara attempts to steal it.  Detailing the theft, and running the encounter is left to the DM to do so that it will fit well within the existing campaign world.   In any event, the theft must end in failure on Dara's part, for the book has to remain in the PC's possession for the scenario to work.  Obviously the PC's (and players) don't know this and so the theft should be run with Dara doing her best to get away.  This encounter should reveal two things to the PC's.

Firstly, they should be made aware that followers of the shunned goddess, Pestula are involved.  This could easily be accomplished by having  a PC recognize the holy symbol of Pestula (a skull surrounded by a snake biting its own tail).

Secondly, armed with this knowledge, they should be able to find out why the book might be so important to a cult of Pestula, for Hargrath's poem is the only thing in the book that might relate to the goddess. (At this point the players should be given a copy of the poem). Also included in the "editor's notes" section of the book, Brader describes a little more about Zagaroth's empire and gives a rough indication of the supposed location of the now destroyed city.

The DM should place the location of the lost city in a remote, uninhabited area within his campaign world and set up appropriate encounters for the journey.  Once the PC's arrive in the general location described in the book, it will take them at least a week of searching before they stumble upon the buried remains of the city.  If they are searching from the air however, it will only take two days because the ruins are easily identifiable from above.  These days of searching could contain any random encounters the DM wishes to devise.

If Dara happens to escape the foiled theft alive, she will keep an eye on the PC's (using her disguise abilities) and may attempt another theft if she believes conditions are favorable.  She may try to join the group as a hireling, or may hire mercenaries to waylay the PC's.  If she is caught alive, she will not cooperate regardless of the pressures applied.  If things look truly hopeless, she will attempt to kill herself.  Dara does not use any sort of magical items other than potions, relying instead on her natural abilities.  She is very adept at disguises and fears that a detect magic spell could blow her cover if she carried enchanted items.

Dara - 9th level cleric/assassin
str: 10     int: 13     con: 10     wis: 16     dex: 17     cha: 9  
ac: 4     thaco: 15     hp: 47   
pp: 75%     ol: 72%     f/rt: 60%     ms: 75%     
hs: 61%      hn: 30%     cw: 98%     rl: 45%
clerical spells  6 / 6 / 3 / 2 / 1
armor: leather
weapons: hand hammer (2-5/1-4), sling & bullets (2-5/2-7), quarter staff (1-6/1-6), whip (no damage, entangle, disarm), flail (is proficient but does not carry on missions)
backstab at 4 * damage
magic: potion of  gaseous form w/o, troll flower (regenerate 3 hp/round while chewed. One use)
poisons:
2 uses ingestive hallucinatory
4 uses ingestive damage = 5d6  over 1-8 rounds 1-4 round delay, paralysis after 15 hit points,  -2 save for 1/2 damage
3 uses contact damage = 4d12  over 1-8 rounds no delay, -3 save for 1/2
6 uses ingestive death, -2 save for 1/2 hits

The Ruins of the City of Gold

The ruins of the "city of gold" cover an area of about two square miles. The buildings appear to have been constructed primarily of a strange yellow marble (hence the city's name). Most of the structures have been leveled, leaving piles of rubble.  Parts of the city seem to have collapsed into great holes in the ground, while others appear to have thrust up from below.  All of the ruins are overgrown with weeds, scrub brush and stunted trees, giving the whole area a aura of desolation.

The party will not have found any clues as to the temple's location within the city, and so will have to search for it.  The following are "random" encounters that occur while they search. If they are searching from the air, then the encounter with the black dragon will occur on the first day of
searching, and the first two encounters should be ignored.

1st day  -  2:00pm
A random character is searching the ruins of a collapsed building when the floor beneath him gives way, dropping him 30' (3d6 falling damage) into an underground aqua-duct. The water is only about 2' deep, but the footing is very poor due to the slime covered rubble that lies on the floor.  Any substantial movement (such as melee) requires a dexterity roll every round or else the character falls. Rescue could prove to be difficult because the edges of the hole the character fell through are crumbling and applying any pressure to them will rain debris down on the one trapped (1-6/round of rock-fall).  To compound the problem, the noise of the collapse has attracted the attention of a group of hungry subterranean lizards.  They will all converge on the character, but because they are large, only two will be able to effectively attack at any one time.

The lizards are quite sensitive to light, and will be kept at bay, or driven off by any bright light. The aqua-duct itself holds nothing of interest. Should the party decide to explore it, the DM should generate some appropriate random encounters.

lizards:
hd: 6     ac: 5    hp 39, 25, 25, 19, 15, 26     thaco: 14     damage = 2-12

3rd day - 6:00 pm
While relaxing after dinner, the party is surprised by a pair of earth moles who tunnel up from beneath them (see All the World's Monsters).  The party will be surprised on 1-4 in 6. These minor demons look like huge (5' long) albino moles with a single eye and 2 sets of mandible-like pincers.  Anyone who gazes into the eye of an earth mole is paralyzed for 1-6 rounds with no saving throw. While the moles have two attacks per round, because of the positioning of their pincers, they can only attack one creature at a time.  They are not particularly intelligent, but will retreat if they are badly injured.

earth moles:
hd: 9, 12     ac: 4      hp: 34, 67     thaco: 11, 9     damage = 1-12/1-12

chance per round of meeting their gaze:
	surprised  =  8 in 10
	normally viewing =  5 in 10
	attacking and avoiding gaze  =  3 in 10
	avoiding =  1 in 10 (-4 to hit)
5th day - noon
The party is resting for lunch when a male black dragon flies overhead. The dragon is not particularly alert and won't notice the party unless they somehow attract its attention.  They will see the dragon fly about 300 yards away from them and then apparently dive straight into the ground. The male was returning home after a week or so of hunting, and has landed in the crevasse that marks the entrance to the temple.

Should the party choose to follow him immediately, they will come to the crevasse (area 1) in about 2 minutes.  If they decide not to investigate the dragon's lair, then about 20 minutes later a larger dragon will fly up out of the ground and begin to circle around the area. This new dragon is the female and is about to go hunting herself.  She will definitely see the party and confront them. (see area 1 for the dragons' statistics and description)

The Temple

The lost sanctuary of Zagaroth is now home to a strange mixture of human and non-human followers of Pestula.  All of the inhabitants of the temple know each other by sight, and will immediately identify as such any strangers they see.   The priests are, for the most part, in charge of the community, although the chaotic alignment of most of the inhabitants tend to make true cooperation unlikely.  If an alarm is raised however, almost all will respond, although their efforts to repel invaders will not be coordinated to any degree.

(1) crevasse
The entrance to the temple can only be reached by descending into a 50' deep fissure.  The fissure is initially only a few feet wide, but it gradually widens as it approaches the temple, until it is well over 60 feet across.  There is no easy way to reach the bottom except to descend on ropes (or fly/levitate). If the dragons haven't been encountered by the time the party reaches here, they will be found at the far end in front of the cave-like opening the leads to area (2).

The black dragons that live here (and in area 2) are members of the temple "community", meaning that they will recognize, and let pass the other members that dwell within, and will challenge strangers.  If they are not immediately attacked when encountered, the female will demand (in common) that the strangers "make an offering unto the queen of death".  This is a test to determine whether or not newcomers are followers of Pestula.  Those indoctrinated into the cult will know that this request requires an offering of blood, commonly accomplished by drawing a knife or dagger across the palm.  If the test is passed by the party (unlikely, but possible) then the dragon's will allow them free access to and from the temple.  If the proper response is not offered, the dragons will of course be forced to destroy the intruders. 

dragons - ages 5, 6 :
hd: 8     ac: 3     hp: 40, 48     thaco: 12    damage = 1-4/1-4/3-18
The female is in the 6th growth stage, speaks common, and can throw the following spells once per day:
grease, acid spray, unseen servant, shield, magic missile (3 missiles)
She also wears a necklace of shielding that will absorb 63 points of magic missile damage

(2) entry hall
This large entry chamber now serves as the lair for the two black dragons. From the outside, it appears to be a cave because when the city was destroyed ages ago, a fissure opened underneath Zagaroth's hall, and the majority of the structure collapsed into it.  Pestula's power, however, protected those areas which now remain buried beneath the rubble.  The southern wall of this area has crumbled away, as well as the southern sections of the east and west walls. Those portions of the walls that do remain are carved in relief, depicting a multitude of men bowing down in supplication to a huge man-like creature whose figure dominates the north wall.  If the scale is to be believed, this larger creature stands well over 12' tall, with unusually long arms which end in claw-like hands.

Also on the north wall are two huge brass doors. each 6' wide and 15' high. They are not locked, but do require a combined strength of 30 points to open. The hallway beyond is 20' wide and 20' high, and is lit at 15' intervals by strange glass globes that give off a deep purplish light, giving the interior of
the temple a heavy, foreboding atmosphere.

(3) central statue
As the party proceeds down the hallway, a form begins to materialize out of the gloom. As they get closer they will find it to be a black stone statue of an old woman standing on a pedestal in the middle of a four-way intersection.  The pedestal has been carved to look like a pile of skulls and stands about 2' high. The old woman is emaciated to the point of looking skeletal herself and is apparently blind for there are empty holes where her eyes should be. She is leaning on staff carved to look like twisted wood, capped with a human skull.

When anyone approaches the statue from the south (the main entry passage) and comes within 15' of it, the statue animates and speaks in an unknown language "Bashdora ton quent intrepers, tor enclumbet don laf demins ro Zagaroth, gens ro Pestula ex lerd ro harth."  which translated means, Be it know to you who enter that you are entering the private domain of Zagaroth, son of Pestula and lord of the world.

The statue can detect good within 10' and will immediately attack anyone of that alignment. The statue can, and will jump off the pedestal to do this, although it cannot move more than 30' away from it.  When reduced to 0 or below hit points, the statue will reappear on the pedestal and cannot animate again for 24 hours.  While on the pedestal, whether animated or not, the statue will regenerate lost hit points at the rate of 5 per round.  It is the pedestal which gives the statue its powers and should it sustain more than 60 hit point of damage, the statue will cease to function forever.  The pedestal itself cannot regenerate damage it sustains.  If the statue is forcibly removed from its 30' range, it will turn into a normal statue until it is returned within 30' of the pedestal again.  In addition to its magic resistance, the statue is also immune to fire and cold based attacks, as well as mental attacks and illusions.

statue:
hd: 13     ac: [-2]     hp: 65      thaco: 8     damage = 2-12 + special     magic resistance: 60%
hit by [+2] or better weapons only
weapon: staff which does 2-12 plus one of the following effects, determined randomly.
1 - paralysis for 7-12 rounds, save vs. wands negates
2 - poison (death), save vs. poison takes 1/2 hits
3 - blindness + deafness, save vs. wands negates
4 - random limb withers, save vs. wands negates
5 - afflicted with lycanthropy, save vs wands negates
6 - level drain, save vs. wands negates
(4) worship area
This area is quite dark, being lit only by one dim glow globe which is suspended from the ceiling in the center of the room.  Directly beneath the globe is a statue of a strikingly beautiful but cruel looking woman whose smile reveals two large fangs.  It could very well be mistaken for a vampire, but is in fact a representation of the goddess Pestula.  The statue is made of black marble with faint streaks of red running through it. The statue is magical and has two effects on any creature who does not carry a holy symbol dedicated to the death goddess.

The first effect is one of fascination.  Each character who gazes upon the statue will feel uneasy and yet will find themselves unable to break away. To break eye contact with the statue requires a successful saving throw vs. spell to be made.  Each character is allowed one save per round until they succeed, however, should they look at the statue again, the will again become fascinated and will again have to make their saving throw to look away.  The fascination can also be dispelled if the character's view of the statue is blocked.  There are four plain wooden doors to the east and west, and a larger one in the center of the south wall.

The second effect is that for every round that a character is within 15' of the statue, they lose one point of strength and one point of constitution down to a minimum of 3.  This effect is only noticeable after three or four rounds and there is no saving throw involved.  Once the character leaves the area of effect, their lost points will return at the rate of one point of strength and constitution per turn (10 minutes).  If the statue is destroyed, both effects stop. Treat it as having an armor class of 0 and 85 hit points.  Remember that these two effects are only felt by those who do not carry holy symbols of Pestula, so the clerics and assassins in the adjoining rooms are not subject to them.

There are four small wooden doors on the east and west walls, and one larger wooden door on the south wall. These doors are not particularly thick, and if the party makes much noise it will certainly alert the clerics beyond them.

(5) cleric quarters
This room is unlit, and furnished with a bed and small table that serves as an alter. The table holds a blood-stained ivory idol and a shallow brass basin which holds a drying pool of blood.  A chest holds various articles of clothing and there are several pegs set into the wall on which hang cloaks.  The cleric is sitting on the bed, mending a tunic.  Should there be any unusual noise from area 4, he will definitely investigate.

Ghart  9th level cleric  human CE
str: 10     int: 9        con: 16     wis: 16       dex: 15     chr: 14
ac: 6     hp:66     thaco:15     
armor: chain mail
weapons: flail (2-7/1-6), sling & bullets (2-7/2-5)
spells:    6 / 6 / 3 / 2 / 1
magic: ring of icebolts   (18 charges) 2-12 save vs. wands for half

(6) cleric quarters
This room is almost identical to area 5 except for th fact that it is currently unoccupied. The cleric can be found in the kitchen area supervising the servants.

(7) Alter room
The door to this room is carved with intertwining vines. The vine has blossomed with what at first appear to be roses, but a closer look will reveal them to be faces contorted in fear and agony.  Upon opening the door, the first thing the party will notice is the overwhelming stench of decaying meat.  The room beyond is lit only by two, four foot high candelabra, each holding 5 black candles.  A semi-circular dais about 1 foot high holds a marble topped wooden table.  Lying on the table is the decaying corpse of a xvart which has been left as an offering unto Pestula and is the obvious source of the smell.

(8) assassin's quarters
The assassin who lives here is in area 6 at the moment, so this room is empty.  It is unlit and sparsely furnished, having but a straw mattress lying on the stone floor, and a small wooden table with one chair.   On the table is a brass candle holder with a single black candle in it, a brass wash basin, a wooden plate and spoon and a silver icon about 5" high.  The icon is the common skull and snake symbol of Pestula and though the silver in it make it worth about 5 gold pieces, few would willingly take an icon of the shunned god in payment.  If one of the characters should decide to take it, they will not be affected by the statue in a area 4 since the icon is effectively a holy symbol.  Hanging on brass hooks set into the stone on the back wall is a set of dark robes and on the floor near the table is a small wooden chest. 

One of the robes conceals a secret door which is unlatched by turning the brass hook. The chest is unlocked and contains various sets of clothes as well as another wooden case containing make-up.

(9) assassin's quarters
The room is furnished similarly to area 5. There is a straw mattress on the floor, a small wooden table, and two wooden chairs.  Hanging at eye level on one wall is an oval mirror about 1 foot tall.  There is also a small wooden chest which contains several sets of clothes and a make-up kit and several cloaks
hanging on the back wall conceal a secret door.

This room is currently occupied by two assassins who are in the process of filling several small vials with a poison from a larger bottle (there are a total of 7 uses of the poison). The poison is a scorpion venom recently extract from the giant scorpion kept elsewhere in the complex.  They will probably hear the party if they make much noise; even prolonged talking will be noticed.  The assassins know of the secret passages and will use them to their best advantage. They know where all the exits lead and will not open the doors to area 12b (the wasps) or 14 (the medusa), although they may go to 13 for help, or out through area 10 in order to circle around behind intruders.

Matraf  6th level assassin  human CE
str: 13   int: 13     con: 16   wis: 12     dex: 17   chr: 9
ac: 4     hp: 38     thaco: 18     
pp: 50%      ol: 47%     f/rt: 45%     ms: 38%
hs: 30%      hn: 15%       cw: 88%     rl: 20%
armor: leather
weapons: short sword (1-6/1-6), 6 darts (1-3/1-2), dagger (1-4/1-3)
backstab at 3 * damage
poisons: 
5 uses injective snake venom victim loses 10% of their (maximum) hit points every round until dead. save negates
2 uses basilisk poison, +2 save or die

Shappas  6th level assassin  human  CE
str: 13     int: 14     con: 15     wis: 14     dex: 16     chr: 15
ac: 5          hp: 32     thaco: 18
pp: 45%      ol: 42%     f/rt: 35%     ms: 33%
hs: 25%      hn: 15%     cw: 88%     rl: 20%
armor: leather
weapons: short sword (1-6/1-6),  4 throwing daggers (1-4/1-3), dagger (1-4/1-3)
backstab at 3 * damage
poison: 3 uses injective damage = d6/round for 10 rounds save negates.

(10) Statue Alcove
This alcove holds a black marble statue of Zagaroth strangling a king.  The statue radiates evil and a fear aura which affects anyone in the alcove.  A single saving throw vs. wands will negate the effect, as will possession of a holy symbol of Pestula.  Those who fail their save find it impossible to enter the alcove.  A remove fear spell will allow a second saving throw at +4.  Paladins and cavaliers are immune to the effects of the statue, but their remove fear aura will only give their companions a +4 bonus on their saves.  There is a secret door in the wall behind the statue which leads to a secret passage.  The door is unlatched by pushing on a pressure plate in the wall. The door will then swing open into the secret passage when pushed on.

(11) Well Room
This circular room is dominated by a well surrounded by a 2' high stone wall. A metal bucket is suspended over the well shaft by a standard rope and wench fixture.  There are three doors leading from the room.  The ones on the east and west look normal, but the one to the south has been barred closed with a stout wooden beam which rests in iron brackets on either side of the door.

(12a) Snake Room
This room contains a long table in the center of the room upon which rests a multitude of vials, bottles, jars, and other similar objects.  Around the outside edge of the room are 12 wicker baskets, each 2' in diameter and standing about 3' tall.  Each has a large stone resting on the lid, and hanging on the walls are several long poles ending in dull iron hooks, or 2 pronged forks.  It is possible that one of the party members will recognize the items in the room as snake handling equipment.  The baskets each contain a poisonous snake of various varieties, except for one which holds a dozen normal rats.

While the snakes are dangerous, they are also used to being handled and will not attack unless provoked. Behind one of the baskets is a secret door which leads to the hidden passage. It is opened by a pressure plate in the wall next to the door.

(12b) Wasp Nest
The door to this room is barred from the outside.  The small room behind it contains a giant wasp nest and a shaft leading from the ceiling 20' to the surface, allowing the insects access to outside where they can forage for food. The assassins are keeping them here for their poison.  The secret door in the back of the room leads to the hidden passage and is opened by a pressure plate set into the wall next to the door.

wasps:
hd: 4     ac: 4     hp: 13, 16, 25, 16, 26, 12, 13, 26, 8, 19      thaco: 15    damage = 2-8/1-4 + poison 
The wasps' poison paralyzes immediately, followed by death in 2-8 days unless a saving throw vs.  poison is made.

(13) Medusa Attendant
This room is the living quarters for the cleric attendant for the medusa in area (14). While she is a valued member of the temple community, her gaze is often a hindrance when dealing with her.  She therefore in attended by and a cleric who wears cusps of gaze reflection which makes him immune to his mistresses glances.

The room is furnished with wooden furniture consisting of a simple bed, table and 2 chairs.  Another small table serves as an alter and has a idol of Pestula on it carved from a partially decayed piece of ivory. Two chests rest on the floor, one contains extra clothing, the other holds a bundle of blank sheets of parchment, ink and quills, a set of 3 ceremonial knives with gem studded hilts and engraved with runes of death. They are worth 200 gp each. There is also a small pouch of miscellaneous coins and gems worth a total of 526 gp.

The secret door is opened by a pressure plate set into the wall next to it. The cleric knows about its existence and where it leads and will use it to best advantage.

Branoch  7th level cleric
str: 11   int: 8     con: 15   wis: 17     dex: 11   chr: 10
ac: 5     hp: 45     thaco: 16     
armor: chain mail
weapons: flail (2-7/1-6), sling & bullets (2-7/2-5)
spells:    5 / 5 / 3 / 1
magic: cusps of gaze reflection

(14) Medusa
This room is relatively well furnished with a wooden frame bed and straw mattress covered with a plush blanket. Two upholstered chair sit at a small round table which holds a crystal decanter half filled with wine and three crystal goblets. A wooden bowl holds some dried fruit and nuts.  There is a 4 drawer dresser which holds clothes and a small teak box with several pieces of jewelry worth a total of 2300 gp.  Another small table serves as an alter of sorts, and holds a golden icon of Pestula (worth 500 gp, but will be difficult to sell).  Directly behind, and blocked by this table, is a secret door which leads to the hidden passage.

The medusa will probably be alerted to the presence of intruders by her attendant, but if she is not, she will be seated at the table eating.

medusa:
hd: 6     ac: 5     hp: 28     thaco: 14    damage = bw/1-4 + poison
weapons: dagger (1-4/1-3)
dart of the hornets nest (1-3/1-2)
01-40  5d4 darts @ +1 (to hit only)
41-70  4d4 darts @ +2 (to hit only)
71-90  3d4 darts @ +3 (to hit only)
91-00  2d4 darts @ +4 (to hit only)
chance per round of meeting her gaze:
surprised  = 8 in 10
normally viewing = 5 in 10
attacking and avoiding gaze  = 3 in 10
avoiding = 1 in 10 (-4 to hit)

(15) Dining Area
This large room is dominated by a huge wooden table surrounded by chairs. Three stacks of brass plates rest at one end, as well as an equal number of forks and knives. Two large swinging doors on the east wall lead to the kitchen. The walls are decorated sparsely with heavy curtains. The secret door on the north wall is behind one of these.

A group of xvart slaves are in the process of cleaning the room under the watchful eye of their slavemaster, a quasit. He is at the moment invisible, occasionally whipping a lagging xvart.  While the xvarts are effectively slaves, they are also followers of Pestula and will side with the temple inhabitants against any intruders.  Should a melee begin, the quasit will direct the xvarts to attack the intruders, and then will rush to area (16) for help.  Neither the xvarts nor the quasit know of the secret doors in areas (15), (16), and (17).

xvarts (14):
hd: 1-1     ac: 7     hp: 6 each     thaco: 20    damage = 1-4

quasit:
hd: 3     ac: 2     hp: 20     thaco: 17     damage = 1-2/1-2/1-4
claw wounds cause -1 dex per hit for 2-12 rounds, save vs. poison negates.
regenerate 1 hp/round    magic resistance: 25%, saves as 7 hd
immune to cold, fire, lightning
abilities: invisibility at will, polymorph wolf or frog, detect good/evil, fear 3" radius 1x/day

(he carries a pouch with 12 gems worth 570 gp)

(16) Kitchen
The kitchen is quite hot and smokey. A large iron stove takes up half of the southern wall. Several large barrels hold water, mealy flour, dried meat, and (very) cheap wine.  The walls and floors are covered with hanging pots, pans, knives, and other cooking utensils.  Most of the inhabitants of the temple can magically create their own food and so only the slaves make use of the kitchen.

Presently the kitchen is occupied by a small work detail of xvarts being supervised by the cleric who inhabits area (6).  The cleric knows of the secret door on the north wall, but will not use it if there are any xvarts around. 

xvarts (8):
hd: 1-1     ac: 7    hp: 6 each    / thaco: 20    damage = 1-4

Dakkfel  9th level cleric  human CE
str: 11   int: 15     con: 13   wis: 15     dex: 9    chr: 7
ac: 5     hp: 42     thaco: 15
armor: chain mail
weapons: flail [+2] (2-7/1-6), sling & bullets (2-7/2-5)
spells:    6 / 5 / 3 / 2 / 1

(16b) Coal Bin
This tiny unlit room holds a large pile of coal which is used in the braziers about the temple.  One of the tasks of the xvarts is to keep the coal buckets in each room filled.

(17) Xvart Quarters
This is where the xvarts are housed when they are not on work detail.  It is a relatively large room, although the number of xvarts living in it make it look quite crowded.  The floor is covered in dirty straw beds, miscellaneous pieces of clothing, bowls, cups, buckets of dirty water, etc.

The temple community uses the xvarts for the menial tasks such as gathering wood, keeping the coal buckets full, cleaning when required, etc.  They also use "volunteers" to test new poisons on and as occasional sacrifices to Pestula. While the xvarts may not like the treatment they get, it is what they expect, and also what they would give if the tables were turned.

The xvarts currently present are either sleeping or arguing with each other.  They will not immediately attack strangers, for fear that they may be new temple members, but will certainly attack (or run for help) if they feel that the strangers are not supposed to be here.  Most can speak common, although
not very well.

(18) Statue
This statue is one of Zagaroth seated on a throne, wearing a crown and holding a huge sword across his lap.  On the floor at his feet lies a body whose head has been severed at the neck.  This statue has an aura of evil and the entire alcove is covered by an anti-magic shell due to the brooch described below. On the back of the statue, in the base, is a secret compartment which holds an ancient bone scroll case.  The case contains a message in the ancient language of Zagaroth's time which apparently orders the assassination of some particularly powerful magic-user.  The messages also says that the brooch will aid the assassin in his task and that the gem is the payment. The case also contains a plain brooch which has been enchanted with an anti-magic shell as per the 6th level magic-user spell with a 15' diameter.  There is also a large diamond easily worth 5000 gp.

(19) Guardian Statue
The large double doors to this room reach all the way to the ceiling, and swing open with difficulty.  The triangular room beyond is empty except for the huge steel statue which stands in the center.  Anyone of evil alignment who enters the room will be stricken as if by a symbol of pain. They will suffer wracking pains causing them to function at -2 on dex, -4 on to hit, and making spell casting impossible for as long as they remain in the room.  Due to this, the temple inhabitants have only examined the room and statue from a distance. Because they have not yet found the second part of the poem, they do not realize the role the statue's eye plays in the imprisonment of Zagaroth.

This statue is one of the three that the arch-angels placed here as guardians.  It is a rather plain statue of a man holding a two-handed sword with its point resting on the ground.  He has but one eye which is in the center of his forehead, and is represented by a diamond the size of a man's fist.  If a party member can evaluate gems, they will estimate its value at over 50,000 gp. The statue radiates strong magic if detected for, as well as lawful-good alignment.  The golem will not attack unless it is attacked first.  If they party wishes to retrieve the eye (as they riddle says they must) then they will have to destroy the guardian.  Once this has been accomplished, the golem will turn to dust, leaving the gem intact.  The gem cannot be remove from the temple building because it is a part of the binding that is in effect here.  Should someone attempt to leave with it, the gem will be teleported back to the guardian's room.  Whoever carries the gem will have the ability to dispel magic once every three rounds in a 30' radius at 22nd level of effect. This bearer of the gem is affected by this function as well.

steel statue
hd: 22    ac: 0     hp: 100     thaco: 4     damage = 5-50
+3 or better weapons to hit
dispel magic every 3rd round in a 30 foot radius at 22nd level of effect
it is immune to fire and cold but can be rusted (treat as +3 plate armor vs. rusting magic)

(20) cleric's quarters
The door to this room, as well as to rooms (21) and (22) is a strange revolving contraption.  At first glance it appears to be two alcoves, but a closer look will reveal that the back walls, and separating wall are made of wood and are attached to each other.  When force is applied to one of the walls, the entire unit will revolve counter clockwise. There is a ratchet type mechanism which prevents the door from revolving in the other direction.  Each chamber of the door will hold one normally outfitted adventurer and will allow one person to pass through per round.  The doors' "walls" are each 6" thick and require a strength of at least 6 to move.

The room beyond is Dara's room.  If she has been killed, or otherwise eliminated earlier in the adventure, then this room will be unoccupied.  It is furnished with a small bed, table and chairs, brazier (unlit), 2 large chests with clothes and personal effects including several vials of poison, make-up
kit, and a pouch with several gems worth a total of 1200 gp.

The secret door is unconcealed and can be found with the normal chances.

(21a) Guard's quarters
The door to this room is exactly like the one to room (20).  The room beyond is the quarters of the guard and attendant to the second high cleric of the temple. The room contains a bed and chest of clothing. The guard is no idiot and will cry an alarm if intruders enter. He will then attempt to hold them off while Noidor uses the secret passages to alert Guroy and Heurist and hopefully surprise their guests from behind.

Farhk  8th level fighter/assassin  human CE
str: 16   int: 15     con: 13   wis: 9      dex: 16   chr: 10
ac: 3     hp: 36        thaco: 13
pp: 55%      ol: 52%     f/rt: 45%     ms: 47%
hs: 37%      hn: 20%       cw: 92%     rl: 30%
armor: leather [+2]
weapons: long sword (1-8/1-8), short sword (1-6/1-6) , dagger (1-4/1-3)
backstab at *3
poisons: 
2 uses injective snake venom victim loses 10% of their (maximum) hit points every round until dead. save negates
1 use basilisk poison,  +2 save or die

(21b) Second High Cleric
This is the room of the second high cleric of the temple, who also happens to be an accomplished magic user. The room is very nicely furnished with a large bed and down mattress. A large desk full of paper, ink, spell components, and the like is against the northern wall and has several books stacked upon it.  A large, locked chest next to the desk contains his spellbooks as well as a smaller coffer with several valuable pieces of jewelry (15,000 gp value) and a small pouch of gems (4,500 gp value).

Noidor 11th level cleric/magic-user  human CE
str: 15     int: 15     con: 13     wis: 18     dex: 12     chr: 12
ac: 2        thaco: 14     hp: 40
armor: bracers of deflection (K-18)
weapons: staff (1-6/1-6), hand hammer (1-4/1-3)
scroll: (M21) shocking grasp / Otilukes Resilient Sphere / animal growth / control weather / Serten's spell immunity
magic: effreeti bottle (see smithy, area 28) Noidor does not trust the effreeti enough to command it in battle. He fears that it may turn against him.
clerical spells:  7 / 6 / 5 / 4 / 2 / 1
magic-user book:
level: 1         number per day:  4
comprehend languages (r), wizard mark, erase,  melt, find familiar, message, firewater, mount, grease, ventriloquism

level: 2         number per day:  4
continual light, wizard lock, deeppockets, levitate, dexterity, locate object (r), forget, preserve, invisibility, scare

level: 3         number per day:  3
detect illusion, tongues (r), feign death,  protection from evil 10' (r),hold person, protection from normal missiles, invisibility 10' radius,  monster summoning I, sepia snake sigil, slow

level: 4         number per day:  3
call supernatural familiar, wizard eye, charm monster, plant growth, confusion, polymorph self, dispel illusion, shout, flamebrand, wall of electricity

level: 5         number per day:  3
animate dead, wall of stone, cloudkill,  magic jar, cone of cold, sending, dismissal (r), stone shape, distance distortion, wall of force

(22a) High Cleric's Guard
The door to this room is exactly like the one to room (20).  The room beyond is the quarters of the guard and attendant to the high cleric of the temple. The room contains a bed and chest of clothing. Like his counterpart Farhk, he will cry an alarm if unwelcome visitors are encountered, allowing the
clerics to coordinate a defense.

Guroy  8th level fighter/assassin  human CE
str: 15   int: 8     con: 16   wis: 11    dex: 18   chr: 14
ac: 3      hp: 38       thaco: 13
pp: 65%      ol: 62%     f/rt: 50%     ms: 57%
hs: 47%      hn: 20%     cw: 92%     rl: 30%
armor: leather
weapons: long sword (1-8/1-8), dagger (1-4/1-3), throwing dagger (1-4/1-3)
backstab at *3
poison: 2 uses injective scorpion venom, save or be paralyzed, death follows in 3-10 (d8 +2) rounds

(22b) High Cleric
This is the most lavishly furnished room in the temple complete with full canopied bed. Several chests contain various articles of clothing and armor. A table sits against one wall and two upholstered chairs sit next to it. A large wall hanging covers the north wall and depicts a strikingly beautiful Pestula standing in a field of withered grain. Behind her stand a herd of strange looking cattle (stench cows) being herded by a demon of some sort.

If Heurist is alerted to a possible attack on the temple, he will not take the time to don his armor, but instead will throw a magical vestments spell, giving him armor class 5.

Heurist 13th level cleric/fighter  human CE
str: 14   int: 14     con: 15   wis: 18     dex: 11   chr: 7
ac: 5     hp: 62        thaco: 8        2 attacks / round
clerical spells:  8 / 8 / 7 / 5 / 2 / 2
armor: chain mail
weapons: flail (2-7)/(1-6), mace (2-7), sling and bullets (2-5/2-7)
magic: sling bullets of impact (3) (A 105), potion fire breath (A 90), ring of jolting (12 charges)  (K 7)

(23) Alter Room
The door to this room is ornately carved with apparently random designs, although hidden among the loops and scrolls are several demonic figures.  The room beyond is lit only by candlelight from two iron chandeliers. Ragged, black curtains are draped on the walls and the floor is strewn with the bones of previous sacrifices. The slightly rotting corpse of a xvart lies on a black marble alter, with the ceremonial daggers still embedded in his body.  The entire room reeks of evil although it will cause no ill effects to anyone entering.

(24) Statue Alcove
This statue depicts the cambion Zagaroth in battle, having pinned his opponent to the ground with a spear. The poor victim is clawing at the spear shaft with a skeletal hand while Zagaroth leers down with an evil grin.  The statue is enchanted so that anyone who touches it will be stricken blind and deaf. A saving throw vs. wands will negate the effects without notice, as will possession of a holy symbol of Pestula.

(25) Guardian Statue
The large double doors to this room reach all the way to the ceiling, and swing open with difficulty.  The triangular room beyond is empty except for the huge glass (glassteel) statue which stands in the center.  Anyone of evil alignment who enters the room will be stricken as if by a symbol of pain. They will suffer wracking pains causing them to function at -2 on dex, -4 on to hit, and making spell casting impossible for as long as they remain in the room.  It is because of this that the temple inhabitants have only examined the room and statue from a distance.  Because they have not yet found the second part of the poem, they do not realize the role the statue's eye plays in the imprisonment of Zagaroth.

This statue is one of the three that the arch-angels placed here as guardians.  It is a rather plain statue seemingly made of translucent glass. It depicts a man holding a spear and standing at attention.  He has but one eye which is in the center of his forehead, and is represented by a ruby the size of a man's fist.  If a party member can evaluate gems, they will estimate its value at over 50,000 gp.  The statue radiates strong magic if detected for, as well as neutral-good alignment.  The golem will not attack unless it is attacked first. If they party wishes to retrieve the eye (as they riddle says they must) then they will have to destroy the guardian.  Once this has been accomplished, the golem will turn to dust, leaving the gem intact.  The gem cannot be remove from the temple building because it is a part of the binding that is in effect here. Should someone attempt to leave with it, the gem will be teleported back to the guardian's room.  Whoever carries the gem will have the ability to cause it to flash once per round as the following describes.

glassteel statue
hd: 22    ac: 0     hp: 100   thaco: 4     damage = 5-50
+3 or better weapons to hit
it is immune to electrical based attacks, but would be affected by a crystalbrittle spell.

Every time it is physically struck and damaged, the statue flashes with a dazzling radiance which will blind anyone looking at it.  for 1-4 rounds. A save vs. wands will reduce the effect to half duration (1-2 rounds).  If characters have their eyes closed during a flash, they will only be blinded for 1-2 rounds, and if they make a saving throw, will be unaffected.  The  effects of multiple flashes is not cumulative.

(26) Armory
NOTE: A metallic banging can be heard as the party approaches the hallway containing the smithy.
This smallish room is unlit and contains many large chests in all shapes and sizes.  None of them are locked or trapped and contain various articles of armor and weaponry. Several chests contain chainmail suits are wrapped in oiled leather, while another few chests contain suits of leather armor. Two suits of plate mail stand on their own racks, and several shields hang on the walls. There is nothing of magical nature or of great value to be found here.

(27) Coal Bin
This small room is first unusual because its door opens out into the hallway instead of into the room. The small room beyond is piled high with coal, brought in by the xvart slaves from a larger stockpile elsewhere in the ruins. Several dirty sack are piled just inside the door as well as three small
buckets, all of which are used to carry the coal with.

(28) Smithy
The sounds of metallic banging originate from behind the door to this room. They are being made by an effreeti who is currently polymorphed into the form of a large human who is repairing a suit of chain mail.  He is engrossed in his work and with the amount of noise he is making, it is likely he will be surprised.  He is the unwilling servant of the second high cleric, Noidor (see area 21).  He will not initiate any violence toward intruders, in fact, he will cooperate if he thinks it might lead to his freedom.  He cannot directly act against the one who commands the bottle, but there are other ways of offering help.  If the party has already defeated Noidor and is in possession off the bottle, he will attempt to negotiate for his freedom.

Flammsh - effreeti      NN
hd: 10    ac:2     hp: 54    thaco: 10    damage = 3d8 (if enlarged = 9d8)
abilities (1x/day)
invisibility, produce flame, gaseous form,  pyrotechnics, detect magic,  enlarge (200%), polymorph self, wall of fire, create illusion (visual/audial, no concentration necessary), 
can grant 3 wishes to owner (and go free)

(29) Meeting Room
This room is dominated by a large table which is covered with scrolls and sheets of parchment.  Two small racks hold several more scrolls in leather cases. When examined, they will all be found to deal with magical bindings and containment spells.  A rather beautiful woman is in the process of collecting and organizing them. She is actually a polymorphed succubus, but will not reveal this fact to any strangers.  Instead, she will assume the guise of a slave, hoping to catch the party off their guard.  Given the opportunity, she will alert others in the temple to the presence of intruders, making the most of her many abilities.

Succubus
hd: 6     ac:0     hp: 32    thaco: 14    damage = 1-3/1-3 or dagger (1-4/1-3)
magic resistance: 70%
need magical weapons to hit
kiss drains 1 level
abilities: etherealness, charm person, ESP, clairaudience, suggestion, shape change (human)

(30) Conclave
This large room is unlit and unused by the current inhabitants of the temple.  The many stone benches show an accumulation of years of dust.  The walls are plain and an alcove in the western wall holds the remains of a marble statue which apparently was smashed many years ago.  The secret door can be
found with the normal chances.

(31) Statue
This statue of Zagaroth shows the cambion making an offering of a human head, holding it aloft with both hands.  Anyone who enters the alcove will age one year for every segment that they remain. A successful saving throw vs. wands will reduce this effect to 1 year per round of exposure, and a holy symbol of Pestula will negate the effect completely.

(32) Poison Factory
This room is dimly lit with the same eerie purple light that is found in the hallways.  It is empty of all furnishings, having been cleaned out to make room for it's current inhabitants, two giant scorpions.  These creatures are kept for their supply of poison which is harvested regularly.  The majority of it is sold to the assassins' guild, giving the temple community a steady source of income.

scorpions
hd: 5+5     ac: 3        hp: 35, 33     thaco: 14      damage = 1-10/1-10/1-4 + poison (save or die)

(33) (34) Spirit Nagas
The door to this room is locked to keep the scorpions from wandering in uninvited.  The nagas who live in this area can pass by the scorpions using a sanctuary spell if necessary, although they more frequently use the secret passages.  Their rooms are sparsely furnished since the creatures have no use for furniture.  Their beds are made of a large pile of straw.  They do require a substantial amount of heat (being cold blooded) and so both have a large brazier which they keep burning at all times.

nagas
hd: 10     ac: 4       hp: 38,56      thaco: 10      damage = 1-3 + poison
gaze charms
clerical abilities  2 / 1

naga #1:
magic-user scroll (7th level): hold portal / fireball
magic-user spells (5th level)
erase,  web,  fire lance, magic missile, darkness 15' radius, unseen servant, acid spray

naga #2:
necklace of alteration (K 41) with globes 5 and 6 used
magic-user spells  (5th level)
magic missile, irritation, suggestion, hold portal,  ray of enfeeblement, message, push

(35) Guardian Statue
The large double doors to this room reach all the way to the ceiling, and swing open with difficulty.  The triangular room beyond is empty except for the huge bronze statue which stands in the center.  Anyone of evil alignment who enters the room will be stricken as if by a symbol of pain. They will suffer wracking pains causing them to function at -2 on dex, -4 on to hit, and making spell casting impossible for as long as they remain in the room.  It is because of this that the temple inhabitants have only examined the room and statue from a distance.  Because they have not yet found the second part of the poem, they do not realize the role the statue's eye plays in the imprisonment of Zagaroth.

This statue is one of the three that the arch-angels placed here as guardians. This one is made of bronze and depicts a man bearing a shield.  He has but one eye which is in the center of his forehead, and is represented by a emerald the size of a man's fist. If a party member can evaluate gems, they will estimate its value at over 50,000 gp.  The statue radiates strong magic if detected for, as well as chaotic-good alignment.  The golem will not attack unless it is attacked first.  If they party wishes to retrieve the eye (as they riddle says they must) then they will have to destroy the guardian.  Once this has been accomplished, the golem will turn to dust, leaving the gem intact.  The gem cannot be removed from the temple building because it is a part of the binding that is in effect here.  Should someone attempt to leave with it, the gem will be teleported back to the guardian's room.  Whoever carries the gem will be affected as if they were wearing a ring of spell changing (K 50).

bronze statue
hd: 22    ac: 0     hp: 100   thaco: 4     damage = 5-50
+3 or better weapons to hit
spells cast within or into the room are affected as per a ring of spell changing. (A ring of spell changing warps the magical energies of magic-user or cleric spells such that a random spell from the same spell level is cast instead of the intended spell. For example, fireball instead of fly)

(36) maze of darkness
The door which leads into the maze is made of smooth black marble. Engraved upon it is a large eye two hand-spans across.  There are no handled or hinges on the door, but when the center of the eye is depressed, the door slides up into the ceiling.  It will remain open for 10 rounds, after which time it will slide back closed.  There is no mechanism for opening the door from the inside of the maze.  It might be lifted (using bend bar/lift gate percentage) except for the fact that there is no place to get a hand hold.  The bottom of the door rests in a shallow groove in the floor, making it impossible to pry open.  The best bet would be to spike or prop it open by placing some metal or stone object in its way.

The maze beyond is enchanted with magical darkness except for the sections indicated on the map.  This darkness is unusually powerful and will be unaffected by countering light spells. A field of anti-magic would negate the darkness in its area of effect, as would a successful dispel magic vs. 22nd level.

In the lighted areas, on the walls which border the hallway to area (37), there are engraved drawings of the three guardian statues.  Instead of a head, these carvings have a shallow impression into which the gems fit perfectly.  In order for the way to be opened however, the correct gem must be placed within the drawing which represents the statue from which it was taken.

Diamond - man with two-handed sword - south wall (LG)
Ruby - man with spear at attention - west wall (NG)
Emerald - man with shield - north wall (CG)

When all three gems are placed in the proper wall, the walls will shimmer and disappear, leaving the gems lying on the ground.

(37) Foyer
This plain unadorned room leads to the lower level of the temple. It is dust filled and appears to have been sealed ever since the binding of Zagaroth. The door on the east wall is wooden with bands of iron and is unlocked.  Behind it, a set of stairs descend into darkness.

After descending about 50 feet, the party will encounter a shimmering curtain of faint luminescence.  This 'wall' is the boundary of part of the magics which are holding Zagaroth in his prison.  The wall is completely opaque but it will not harm anyone who touches or passes through it.  The area of effect of this spell covers the entire lower level and causes the following effects.

The whole area is dimension locked which prevents any form of plane travel (ie.  ethereal, astral, dimension door, gate, etc.).   This same effect will cause spells or items which rely on extra-dimensional space to become inoperative (ie.  bags of holding, rope trick, deeppockets, etc.) and any items which they contain will be lost although when removed from the area, they will function normally again.

The area is also in a different time continuum so that for every hour which passes within the spell, 1 year of time goes by outside the area.  This works out to be about 1 minute inside equals 6 days outside, and 1 second inside equals 2 hours and 26 minutes outside.

Note: Because of the slowed effect on time on the second level, only eight or nine months have passed since Zagaroth was imprisoned.

(38) Gas spores
The stairs lead down to this room which is unlit, as is the rest of this level. In the center of the room is a large lump of stone that once had been a statue, although its original shape is no longer recognizable.  Floating in the air around the destroyed statue are two gas spores, which are 90% likely to be mistaken for beholders.  If either one takes even one hit point of damage, it will explode in a 20' radius, doing 6-36 hp damage to anyone in the area. (save vs. wands for 3-18 hp).  This will of course detonate the second spore which will explode for an additional 6-36 hp.  The spores can sense movement and heat within 50' and will float towards it in attempt to touch a creature and infect them with rhizomes.  Anyone infected must receive a cure disease within 24 hours or they will die, sprouting 2-8 spores.

gas spores:      ac: 9    hp: 1

(39) Library
This room is, or at least was, a library.  The walls have shelves, but their contents have been pulled down and burned in the center of the room.  It is impossible to tell what the contents were from the pile ashes on the floor.

(40) Den
This was once a den, or sitting room, and appears to have been the scene of a battle..  In fact, one of the antagonists is still here, trapped in a temporal stasis spell of some kind.  The sight of this type V demon about to throw a chair towards the door may give the party a nasty start, although she is harmless in her current condition.  If the party desires, they may kill the demon, although doing so would only release her soul from its bondage, allowing her to return to the abyss.  There is a secret door behind a wall curtain which opens into a narrow corridor leading to the center alter room.

(41) Scriptorium
This room was a scriptorium.  Several benches and stools hold an assortment of quill pens, ink bottles, and parchment.  The inks that are covered  are still in usable condition (being only about 8 months old).  The open wells have dried out, and many of the quills have cracked.  There are a large number of scroll racks in the room, but the contents were apparently burned, judging from the ashes on the floor.

(42) Stable stores
This largish room is in a state of disarray, but the contents seem to be in good shape.  Several saddles hang on the wall, along with some other equestrian equipment.  An overturned bench once held various leather working tools which are now scattered about the floor.  The one door on the north wall is closed and wizard locked (at 22nd level of effect).

(43) Stable
The inhabitants of this room are very unhappy, to say the least, about being trapped in here.  The nightmares were the mounts used by Zagaroth and his minions  and were locked in during the battle which took place months ago (in their time frame).  They are still in good health, due to the fact that they are demon spawn, but during their time of confinement they have fostered a great hatred for those who trapped them.  If they are released by the party, they will assume them to be members of the forces which locked them in and will attack immediately.  They will flee rather than fight to the death, although the dimension lock will prevent them from becoming ethereal.

Nightmares

hd: 6+6   ac: -4    hp: 39, 37     thaco: 13    damage: 2-8 / 4-10 / 4-10
breath is smoke which causes opponents to save or be at -2 to hit and damage

(44) Quarters
This appears to have been living quarters for some well to do member of the old temple community.  The furnishings are quite elegant and are still in good condition.  The room does appear to have been searched, as some of the furniture is obviously out of place.

(45) Quarters
These living quarters are very similar to area (44) except that these were the scene of a battle.  Several pieces of furniture have been smashed or burned. Lying on the floor are rotted remains of a human-like creature.  It is obviously not a human or elf, although it is about the same size. It was, in fact an annis who was still in the temple when the forces of good stormed it.  There is a secret door which opens into a narrow corridor leading to the center alter room. It can be found with the normal chances.

(46) (47) Quarters
These living quarters are empty but have obviously been searched.  There is nothing of value

(48) Death Night
The stark, unfurnished appearance of this room only serves to direct attention to the form which lies on a stone 'alter' in the center of the room which is dressed in full plate armor.  The armor covers almost the entire body and so it is not immediately apparent that it is skeletal.  The undead creature is a death knight and is the immediate servant to Zagaroth.  He was not present at the temple when the archangels bound Zagaroth, and so escaped their wrath. When he returned, he found that his master was imprisoned and while he attempted to undo the spells, the angels locked tight the door to the lower level of the temple using the three gems, and trapped the knight below.

As far as he knows, the events which trapped him here occurred but a few months earlier and will probably assume anyone entering to be allied with the victors.  He will fight to the death to repel invaders, but he is not stupid and will retreat to a more strategic position if the situation warrants it.

Death Knight
hd: 9     ac: 0     hp: 61    thaco: 11    strength: 21 = +2 to hit / +5 damage
magic resistance: 75%  if an 11 or lower is rolled for magic resistance, the spell is reflected back upon the caster.
abilities (20th level of effect): fear 5' radius, wall of ice, 2x/day dispel magic, 1x/day any one power word, 1x/day fireball (20d6) 

Final Word Broadsword: "Squelcher" [+3]  damage = 2-8/2-7    aligned CE
It always strikes last every round, but will always hit and damage any opponent who strikes at (but not necessarily hits) the wielder. The gem in its hilt is a black saphire valued at 10,000 gp.

(49) Zagaroth's Den
This room is a shambles.  Obviously several powerful magics were loosed in it.  The walls show marks of scorching and several chunks of rock have been blasted out.  The furniture is not much more than a pile of scrap wood and cloth, although from its appearance, it was originally incredibly valuable.  A secret closet in the wall apparently was used to house valuables but all that remains are a couple of  empty chests.  A secret door stands open, the corridor beyond which leads to the alter area (50).

This is where the angels who stormed the temple found Zagaroth and sought to destroy him.  When he started to lose the battle, Zagaroth fled through the secret passage to area (50) where he cried to Pestula for immortal aid.

(50) Alter
The two sets of double doors which lead to this room stand 12' tall and swing out into the hall.  They are made entirely of brass and light can be seen shining out from beneath them.  They are rather heavy and take some effort to open.

The room beyond is an impressive sight.  It is shaped like the top half of a sphere, the highest point being 70 feet above the center of the room.  Covering the stone walls are carvings of demons and images of death depicted in various acts of cruelty and depravety.  There are three relief carvings however which are quite out of place, as if they were imposed on the existing artwork at some later date.  These three images are renderings of the three guardian statues, with empty holes where their one eye should be.

In the center of the room is a sphere of shimmering color and light which illuminates the entire room as if it were full daylight.  Barely visible within this globe is a large humanoid shape apparently frozen in time.  It should be obvious at this point that the creature trapped within is the cambion, Zagaroth.

Also in the room is a huge, 12 foot tall, hideous spider-like creature. It is a retriever which Pestula sent to aid Zagaroth and distract the angels while she attempted to undo their binding spells.  The angels bested the creature which fled to the astral plane to escape.  When the final spells of binding and dimension lock were cast however, the retriever was forced back out of astral form and has been trapped here ever since.  Its original instructions were to attack the angels and because the creature is a bit dull-witted, it will not immediately attack the party.  It also has a short temper however, and will be provoked into attacking at even the slightest hint of trouble.

retriever
hd: 10    ac: -2     hp: 53    thaco: 10    damage: 3-18 / 3-18 / 3-18 / 3-18
characters of 5th level or lower will flee upon seeing the creature unless a save vs. magic is made
eye attacks:   fire, cold, lightning, transmutation
range 60 feet, one creature, cannot use eyes and physically attack in the same round
damage = current hit points of retriever, save vs breath for half
transmutation turns to mud, stone, gold, or lead  save vs. petri for no effect
up to 2 eyes per round, 6 rounds to "recharge" each eye after use

Once the retriever has been dealt with, the party will probably turn their full attention to the task at hand, namely destroying Zagaroth.  In order to do the job correctly, they must once again place the appropriate gem within the image of the guardian statues.  When this is accomplished, the globe in the center of the room will suddenly turn a brilliant shade of red and the form of Zagaroth will start to move ever so slightly and a low growling like sound will issue from the magical prison.  The sphere will then begin to change colors, going through the entire spectrum from red to orange, yellow, green, and finally to blue taking about one round to go from one color to the next.  All the while Zagaroth becomes more animated and his roar of anger increases in volume and pitch.

If, for whatever reason, the party lets the spell run its course, the sphere will go from blue to black, and then shatter, plunging the room into darkness and freeing Zagaroth.  At that point, the time warp and dimension lock effects will be gone and the party will have quite a battle on their hands.  If Zagaroth is freed and the ensuing battle goes badly for him, he will take full advantage of his polymorph ability and flee, hoping to recover and plan his revenge.

Zagaroth
str: 20     int: 18     con: 18     wis: 18     dex: 20     chr: 24      
hd: 16     ac: 2 (with dex -4)     hp: 156      thaco: 7     str = +2 to hit / +5 damage
magic resistance:  40%
armor: none, natural armor class of 2
weapons: two-handed sword (1-10/3-18)
16th level clerical abilities 7 / 7 / 7 / 6 / 5 / 3 / 1
[+1] or cold iron to hit
abilities (at will):
cause fear by touch, detect magic, levitate, polymorph self

What the party should do, if they figure out the meaning of the poem, is to smash the gems when the sphere turns to blue.  The magical forces unleashed from this act will thrust Zagaroth into the Void where his body and soul will be destroyed forever.  When this is accomplished, the time warp and dimension lock spells are also sundered.  The actual act of smashing the gems should not be difficult as long as there are three characters available.  Any well aimed blow with a steel or stone weapon will accomplish the deed.

While the quest may be accomplished at this point, the party still has a few obstacles to overcome.  One is getting back out from the lower level through the door to the maze.  Another, which is left up to the DM, is whether or not the upper level has been re-inhabited.  Chances are that the party killed most of the clerics before they reached Zagaroth, and any remaining cult members would have abandoned the temple long ago.  Yet another complication may be events that transpired at home during the characters' "long" absence.