Uberdungeon:

Setting: With barely any plot behind it, well, actually, none at all, a group of level 20 characters have been trapped inside a massive subterranean dungeon..  Their still fully equipped with all the fun tools and such that they decided upon having when they leapt in, and they have to make it though the entire dungeon, it will be merciless, harrowing, and a true test of DM vs. Player Power playing.  It’ll be written using 2nd edition rules, but if possible, I’ll be transferring it to 3rd edition to work the players into the system with a SHEBANG!

0 - The players begin here, amidst a maze of pillars, standing there before them is a rather tall, regal man in rich purple robes, with a face and body resembling a Werejackal, though he seems too small for that, and far too civilized.  Barely peeking out from beneath the Robes are two Bracers, though that’s the only discernable detail...  He introduces himself as the master of the Hunt for this little escapade, he’s arranged this little treat as a favor for the Barinith, a species on Gehenna who’s society is based entirely around the Hunt.  A small group should be arriving shortly, followed by another pack willing to try their luck at the players demise, the group which destroys the players get’s to evolve to the next level of Barinith existence, En Masse.  His name is Sorvanais Cha’Tirit, and he allows them two questions before the Barinith show up, and he teleports out.  Alternatively, the players can begin a little surprise for the Barinith and not be interested at all in questions..  Either way four of the least Barinith (don’t remember what they are right now...) - show up from location 12, and another group of four shows up from there every 1d4+1 hours, regardless of whether or not the previous group has been killed yet..  In addition to all this, the players have a small, rather potent bracer about their wrists, if asked about it, Sorvanais explains that they are the key to leaving, he doesn’t bother to add that the Bracers also serve as tracking devices for the Barinith..  

None of the Pillars radiate especially powerful magic, but the walls are all reinforced with Force Walls imbued throughout their structure, with a triggered magic should teleportation, passwalls, etc. - be tried which reads directly into their minds “The first ones who thought of that are already dead, no cheating”

All of the doors on this level can only be opened by the appropriate wardstone (their color coded, and also serve as Ioun Stones of the appropriate color), the wardstones are NOT consumed when the door is opened.

1 - keyed to a Brass Lozenge, this door has three Wraiths behind of it, standing over their own long dead bones, one is noticeably larger than the rest (+2 HD) - and is, obviously, the leader.  If the players destroy this one, the other two moan ‘thank you..’ - and depart.  There is a shadow cloak here huddled over the bones of the main wraith, it makes the wearer invisible upon donning it, and operates as the spell - refreshing every turn.

2 - keyed to a Bright Silver Cylinder, this door has two 12 HD elementals, one earth, one fire.  Stuck in a slot on the ground in the center of the room is a Staff of Earth and Fire, taking it causes a 10d6 Fireball to detonate in the center of the room..

3 - Keyed to a White Rectangle, the room has 4 mustard Slimes in it, and the eaten away remains of what must have been something useful at one time, but it’s long since been eaten away.
4 - Keyed to a Brown Rhomboid, the room has two dozen shadows waiting within to pour out and drain the life from whatever should come..  Inside is the magical figurine of a Coral Dragon, which could become a familiar if a wizard or two wanted it...

5 - Keyed to a Cerulean Blue Rhomboid, this room has two Specters inside of it, as well as a Ring of the ram tucked away in a corner so it’s not apparent at a casual glance, but a careful search will reveal it.

6 - Keyed to a Clear Pink Sphere, this room has within it a Skeleton Warrior, and that selfsame Skeleton warriors circlet encased in a sphere equivalent to that of a Force Wall.  The warrior is initially hostile, but if the players claim to want to free it, it will let them work to get at the circlet..

7 - Keyed to a Clear Sphere, This room is apparently empty except for a clay statue with an Amulet of Protection from Sleep around it’s neck.  Taking the Amulet activates the clay golem, since I’m going to enforce the memorization policy (only after a good sleep) - this would be invaluable, as the player using it could now memorize spells without such a sleep...

8 - Keyed to a Deep Black Sphere, this room has a wildly insane Gibbering Mouther, which presents little threat, but none of these really do neh?  A Mace of Disruption is inserted into a slot in the wall, taking the Mace results in a temporary Energy Drain as per the spell.

9 - Keyed to a Deep Purple Prism, this room has a duo of Invisible Stalkers, both of which wielding Daggers of Backstabbing, which doubles Backstab damage (Treat the Stalkers as lvl 1 thieves for backstab, hence, 4x damage with ‘em...  A high level thief would be getting 10x damage.. ^_^).  Empty at first glance, but SOON they’ll be hurtin...

10 - Keyed to a Deep Red Sphere, there is a Guardian Naga wearing a Cloak of Blackflame...  Very useful considering the amount of Undead around.

11 - A normal wooden door, this is locked, but it can actually be based or picked down.  Of course there is the small matter of amazingly mundane Spears set to stab down immediately as the door is opened, regardless of the method used to open it.  Observant players should have no trouble.  Beyond is the Stairwell down to the second part of the Dungeon..

12 - the Barinith come from here...  It seems to be a shimmering field of light that, while impressive, does nothing to the players.

13 - In this room, it seems empty except for A singular pillar in the room with small facets that fit perfectly with the appropriate Ioun Stone, unless their all stupid, it takes more or less negligible time to fit the Ioun Stones into the proper holes, once their in, they can’t be pried out.  When all ten are in place, the Pillar falls away into an Ioun Golem, a shining, glittering creature that causes the same effect as a rainbow pattern every turn while fighting it.  It has the stats of a Stone Golem, but instead of any special statistics, it has all the abilities of the Ioun Stones that have been put into it.  At this point, a group of Barinith should fade into existence and attack as well, unless the players have had True seeing on all the time anyway...  When defeated, all of the Ioun Stones can be retrieved, as well as a Pearly white Ioun Stone, which is used to open the door.

14 - Doorway to the Arising part of the Dungeon...

15 - A Magic Mouth type enchantment is built into the wall here, it’s basically the store of the Tower, buying and selling things as it sees fit.  If ever something I’ve overlooked is needed, the Mouth will sell it, It will buy things for the standard price, and sell them for about 5-10 times the standard price..  The services it offers include Potions of extra healing, Raise Dead Spells, neutralize poison, and Restoration..  

The Hall of Illusions:

1 - This is where the characters enter..

Everywhere in this hall, roll for random encounters every so often, each encounter will have 1d10 illusionary copies of whatever the main creature is..  Anything is really possible here, and nothing need be explained as to how it got there...  

2 - The Brass lozenge Ioun Stone can be found here.

3 - Bright Silver Cylinder, and a Sun Blade can be found here, when the sun blade is taken, a Sunburst (as the cleric spell, that’s probably not the right name, but you know what I’m talking about) flares forth...

4 - White Rectangle can be found here

5 - Normal wand of Fireballs, detonates on touch for 15d6 fireball

6 - Stairwell to the next section, what wuzzat, Great Ring type deal?

7 - When three or more people enter the room, a Weird spell get’s cast upon everyone present..  Nothing else is in here..

8 - Cerulean Blue Rhomboid can be found here

9 - A grinning mouth hangs in the air, with massive teeth, inside of it the players can see what looks like very valuable treasure..  It takes a dex check with -8 to successfully grab something from within, which the players end up getting a Scroll of Alter Reality regardless of what they grabbed for.  If they fail, the jaws snap shut, dealing 3d6 points of damage, and mangling that hand so that anything involving it would take a -2 penalty until it gets healed.  

10 - A pit is here, covered with an illusion of normalcy, if anyone falls into it, they end up at location 9 in Traversing the great ring area place.

11 - roll for random encounter

12 - Nothing, I was a baka to include this number...

Traversing the Great Ring

1 - The entrance, through the bottleneck down into the main chambers, three traps lie, each a bit more diffacult to detect than the last..  (1st is normal, 2nd is -15% on the find traps check, 3rd is -30%.)  They are, in order, A slicing blade on a barely detectable track that deals 3d10 points of damage, the second being a break-away floor into a pit of acid (4' deep, splashing is 2d4, immersion is 6d4, and both are -1d4 additional damage each round until it’s washed off, or run it’s course..)

The Third is a Break-away roof that, if crushed under, deals 10d10 points of damage, and suffocates the character unless he can be dug out within the appropriate number of rounds...

2 - Inside the little cleft is another zone of flashing, sparkling lights..  This teleporter actually works though, and on the floor before it is another magic mouth which speaks “To walk the great ring is the only way to go on, but know allwho enter, that once the ring is begun, yea cannot turn back until it is completed.. - going through the teleporter leads the players to the ring from locations 11-15.

3 - The hallway is filled with the mostly broken statues of various creatures, some humanoid or even human, others barely recognizable entities of some nameless race off throughout the multiverse.. None of them are wholly intact, and their so old they would no longer respond to ‘stone to flesh ‘ spells anyway..  Obviously, two greater Basilisks lie within the little alcove, trapped more or less inside by their own victims actually.. No treasure lies inside, but the most recent victims of the Basilisks are a group of Janni, and two are still intact enough to bring back.  If brought back, they are both 9th level fighters, with +3 weapons, and +2 chain mail...  Horribly identical, but I’m lazy, their names are Har’Akir and Sharif Al’Mahib, and they’ll be grieved over the fate of the rest of their group, but be willing to latch on to the party effectively as hirelings...

4 - A powerful Reupulsion (antipathy?) To Evil characters and creatures lies over this entire alcove.  This is because, inside, is a wounded Ki-Rin.  It managed to complete the great ring before it was ambused by a group of Barinith just as it appeared back at the original teleporter.  It tells the heroes that the poisons they used sapped the strength from it’s body, and it now simply waits here to advise good-aligned newcomers to the dungeon..  A restoration spell will heal the Ki-Rin, but not motivate it to join the party, only to say that it still needs to rest...  He seems drained not only of body, but mentally, so he hasn’t the will to go on...

Later on, if he’s restored, he’ll show up to bail the party out and he will volunteer to keep in constant psionic contact if the party has a psionicist in it...

5 - at this location, as well as 6, 7, 8, 9, And 10, roll for random encounters.

11 - The Clear Pink Sphere is here, as well as two Umber Hulks which burst out of the walls as soon as it is taken, another teleporter field is here, it carries the players to 12..
 
12 - pretty much the same deal as 11, but the Clear Sphere is here, and the teleporter takes them to 13.

13 - Instead of Umber Hulks, a single 16 HD Earth Elemental pops up when the Deep Black Sphere is taken from here.  teleporter to 14

14 - 12 HD Roper which wakes up when the Deep Purple Prism is taken, teleporter to 15

15 - No monsters lie in here, but when the Deep Red Sphere is taken, Bubbling Lava spurts up out of the floor, everyone has to make a dex check every round or be seared for 4d6 points of damage, with the same properties as acid in sticking to ya and such...  The teleporter takes them back to 2, where another group of Barinith has assembled invisible, and launches an assault when least expected...

When all of this is completed, the players can go back up to the beginning, go through all the doors they feel like, assault the Ioun Golem, and smash into the ascending tower..

Upper Levels, the Tower Ascends 

1 - Entrance, no traps are here, but a number of large Ogres look in on the players as soon as they step up.. Seeing their weakened states, the entire tribe hefts their weapons...  They can be cowed by an incredible show of force (use Morale rules...) - and if talked to, it turns out that they are the weakest of the groups that managed to make it all the way up here, and so haven’t been able to claim a more defensive territory..  The only reason they haven’t been wiped out before now is they managed to surprise, and destroy all the powerful creatures that have come in here before, only because of their weakened state, and the sheer numbers of the Ogres.. And the fact that the Ogres have actually gotten rather skilled fighting so many powerful opponants...

The leader is a Fighter of 12th level, wielding a double-axe +4, which he’s specialized in and a suit of Plate Mail +3, giving him an AC -4.  There are also 2 6th level fighters wielding two handed Long Swords +2 as elite bodyguards, The rest of the 20 Ogres there all have the statistics of Leaders, and have +1 weapons scattered throughout the lot of them..  In addition, there are two Ogre Mages with the spell abilities of standard NPC mage in addition to their normal Ogre Magi powers..

2 - Er.. This is where the Ogres mentioned above are..

3 - A Group of Dark Nagas live here, with a total of 17 of them scattered throughout the 3-13 areas of the Tower, they are incredibly annoyed that someone is intruding, and at first think the characters are Ogres, but quickly realize what’s happened..  After that they assault, but will fall back if obviously overmatched, and perhaps wish to trade (take note of all the magic items they’ve got, their willing to trade pretty much anything if they think it’s a good deal..) - if the players are murderous, Kiverescynthicate is more than willing to polymorph into a smaller form to come beat down on the characters along with his followers...

4, 5, and 6 each carry one to two Dark Naga’s each, they have minor treasures from the pool listed below...

7 has a teleporter in it that goes to 8, 9 to ten, 7 and 9 have rather Higher up Dark Naga’s, possessing +2 HD, and the spell abilities of a level 7 mage..  9 and 10 and their treasures..  11 is a room filled with traps, specifically Cactrots (or whatever their called, those poky floor things...)  - painted the color of the floor coated with Dark Naga venom.  It also has a teleporter, which leads to 12, 12 has a Juvinile Deep Dragon in it (named Kerriscinth) who’s rather bored at guard duty, and suddenly becomes interested as the Humans come in..  She makes a big deal out of Humans, and questions why they’ve come to see the master, how they got through the Naga’s, etc.  If she’s satisfied, she’ll let the players through...   (9&10 have teleporters leading back to 3)

13 - Domain of the great Deep Dragon Kiverescynthicate, He’s a Mature Adult who really hates being trapped here, of course, he’s got a rather cushy life, and he doesn’t take especially well to hearing that his Naga’s have been destroyed..  If the heroes have done THAT, and he finds out, there’ll be little to stand in the way of his wrath...  He’s got all the major treasures mentioned in the.. List.. Down below this...  As well as a goodly amount of minor treasures, and about 5000 GP total in various types of coins (the end result is about that much..)  If he’s attacked, and any Naga’s or Kerriscinth is still alive, they’ll pop up in several rounds at his mental command...

Minor treasures of the Nagas:

Ring of Free Action
Wand of Web
Glass Sword (shatterblade)
Gauntlets of Ogre Power
Assorted gems (worth 500 gp each, 1d4 of them each time you want to give them...)

Major Treasures of the Naga’s

Chain Mail of Etherealness
Bracers of Protection from normal missiles
Girdle of Fire Giant Strength (22)
Scroll of Meteor Swarm
Scroll of Acid Storm..
Scroll of Suffocate

The Dragon is more than capible of understanding and using all scrolls in it’s possession, and if pressed, will do so..

The far end of the room is a teleporter back to location 3..

14 - This room seems empty at first glance, but is filled with all manner of traps, every time you feel like it really, roll for a trap, use one of those random trap tables from the 3rd edition DM’s guide..

In addition to that, in the middle of the room is a large green sphere, while it radiates rather potent magic, it apparently does nothing - It seems to be a much more powerful version of the same enchantment as the bracer’s the character’s have..  When the sphere is taken, Force walls come up over all of the exits, and powerful flames start lancing around, whipping at characters, everyone needs to make a dex check at -4 each round or take 6d6 fire or cold damage (some of them are blue cold flames..)

What’s interesting about here, is that there’s no bloodstains, no bones, no nothing, the flames have burned even those away before the trap resets...

15 - This illusionary wall is not cut off by a force wall when the rest of the room is, and contains a safe haven even if they don’t need to escape the rampaging flames.  In it, scratched into the wall, is a message...

Three weeks now, and the flames have still not ceased, I only wish we had not thought to take the accursed sphere, it lies still back there where the long incinerated hands of Phrett once picked it up..  The only small blessing I have is those infernal hunters haven’t come for me anymore, but their no longer a concern.  No food for days now, and I just drank the last droplets of water, how anti-climatic that the great Toma should slowly starve to death, to afraid of the only trap that ever beat him to quicken it..  

There’s little or no point to this, but it gives some background, heh..  There’s also the skeletal remains of a man, with a suit of Elven Chain Mail +2, Elven boots, and a Cloak of Elvenkinda ring of true seeing (casts True Seeing once per day..), and a dagger of venom, though it will accept new poison, it has nothing left in it...  

16-19 - The entire lower room is filled with undead actually, partially intelligent ones muttering something about the Master, betrayal of the oath, we went along with it, etc.  Three Wraiths, 20 Skeletons, Two Skeleton Warriors, and one Lich-like creature, which is capible of resisting the urge to attack long enough to explain how their party was trapped here, much as the players are, and the leader of the group, a Paladin by the name of Sir Torin Valasse.  He commanded that they stay here, instead of trying to break free, and eventually the evil of the place, and his own weakeness, drove him to violate his Paladin’s vows.  This cursed them to stay always here as Undead, and they’ll never be freed until Sir Torien is...  After explaining, he tells them that to get to Torien, they’ll have to break through the wall near location 18, and they had better hurry up because their presence is physically painful to his undead state, and the subconcious urge to attack them mercilessly is hard to suppress...

20 - This is the domain of Sir Torin Valasse, the Death Knight.  If the party has any Paladins in it, he will single them out for a Duel, loudly proclaiming, “Defeat me in Honorable combat!  Purify my guilt!  Let me Rest!  Cleanse my evil deeds with an honorable destruction” - and other such things.  He wields an Unholy Avenger +5, with the properties of an unholy sword, and him as a Fallen Paladin.  If he is defeated in honorable combat, the sword is cleansed, turning to the Holy Avenger it once was, and can be wielded as such by a Paladin.  If no Paladin is present, or he is defeated dishonorably (for instance, by gang-banging him) - the sword will simply become inert, neutral.. As a normal Long Sword +3.  Or, DM’s call, it could remain an Unholy Avenger, especially if a player started out as a Dark Paladin...

Behind Torin’s throne there lies the Circlets for the Skeleton Warriors, and the Lich’s Phylactery.

21 - Ahead of this room, is a massive ring of traps, creatures, and other such nasties..  Far too many to bother with at this moment, but just assume it’s gonna be rather headachy to get through, they’ll fight for every inch...

22 - The final hallway up, a duo of Iron Golems guard the entrance, ready to pound mercilessly upon any who try to come up...

Arising, level 2

1 - The players come up here, the doors to the north are heavyset metal affairs, but they can be picked, knocked, or bashed.  There are no keys to them though..  The door to the south can only be opened at the completion of the northern section..

2 - This is a low-lit maze of stone pillars, each of them oddly colored, with packets of off-colored dirt packed into and around normal gray stone.  If the off-colored dirt is removed, it reveals the statues of men carved into the rock.  Anyway, the doors start with 2.5, and head around (15 was mis-numbered, count it as 2.8 or something) - to 9.5, each succeeding door is opened only by answering a riddle correctly (take them from the Net book of Riddles) - where the final riddle, at location 9.5, is, What does a well-prepared, highly experienced party of Adventurer’s do when suddenly confronted by a horde of Stone Golems?  Any answer results in; “Let’s see if that works, heh..”  And all of the pillars shake off the dirt, and animate as Stone Golems, which assault the party.

11 - A group of tiny, but exceptionally powerful demihumans lies in a circle, Yeager the Mad, 11th level Kobold Sorceror, who enjoys the fly spell. Nibbleswhostealsthefingersoffyourhands, affectionately known as ‘nibbles’ - the 15th level, hyperactive, pixie.  Nutcracker the (female) 13th level Goblin fighter, who wears a girdle of Storm Giant Strength, but goes otherwise unarmed for.. Obvious reasons..  And Braket the 9\10th level Goblin Mage\Cleric, who’s the spokesman for the group, and lifeblood for spells of Create Food and Water, these folks eat better than most everyone trapped here!

Assign’em more magic and such later..

Their all trapped here, and are rather paranoid about their hiding place being discovered.  However, their also quite reasonable as far as “Monsters” go.  They’ll trade away magic for the assurances that they won’t be revealed, but only of the Players look and act trustworthy.  Alternatively, they serve much the same aspect as the Ki-Rin in that they’ll stay here, but might decide to show up later if the Players are in deep shit.  

Add-on, in the far back of the area, there is a chill that strikes to the very bone, none among the monstroids have been brave enough to see what it is, and their all convinced that they don’t have the strength to defeat whatever it is that’s back there..  They also have no idea why it hasn’t come looking for them yet, but they hope it won’t get free very soon..  If the players go to investigate, they see a Nightwalker (type of Nightshade) - which seems to be sticking half in and half out of the wall..  It seems to be trying to wrench free from a Force wall, it was originally one of the creatures that destroyed Delisard’s party, and it got a forceful ‘teleport’ into said wall, while incorporeal, and stone does little, Force walls are quite effective even on it.  Unfortuantely, the sight of living beings drive it into a rage where it finally manages to rip completely free, and the players are left with the beast...

12 - A pack of four of the largest hit die Hell Hounds lies here, growling and threatening, but not attacking unless the players seem offensive, or try to move past them.  Their servants of the Mage Delisard, who’s off at location 13, also his early warning system.  

13 - Between the hell hounds and here, in that little hallway, are yet more wonderful TRAPS!  Mwa ha ha ha.  A Lightning Bolt which   launches from the back, and bounces back and forth to deal 2x the damage it normal would, launched from one of the walls automatically and such..

Grinding Stones smashing inwards, crushing if a dex check isn’t made, dealing 10d10 points of damage, with no chance for this ‘half’ bullshit.  

A teleporter which matches up perfectly with the passage, so that the various traps will be retriggered several times before the intruder can figure them out..  And by the time they are, he’s ready..

Delisard, 18th level Wizard, the last of a similar group of Heroes that ventured here, he killed the last of them, and, being Chaotic Evil, set himself up as the lord of this little nook.  He’d be willing to let the players pass if they eliminate those annoying little monsterlings off at location 11, but they’d have to be damn good to even get him to talk to them.  He’s got a significant amount of treasure, and puts Summons to good use, backing them up with powerful spells.

14 - This little section of the place has a Maze spell cast over it, along with a horribly large amount of traps, only Delisard knows the full extent of the traps, and can navigate through them safely, otherwise the players will find themselves really really hurting.  Along with that, if Delisard is killed, he’s got a prison holding four Greater Skeleton Warriors (the remains of his party..) Keyed to be released as soon as he’s dead, so those will make the players experience rather hectic...

Beyond that, there’s the stairwell to the final level of the Uberdungeon.

Arising, the final floor

1 - the entrance, to the North, the players can detect the very obvious stench of Sulfur, so overpowering in fact, that nothing else is readily recognizable..  

2 - In this room, a large contingent of Githyanki (or whichever Gith is allied with the Red Dragons...) Lie, about 20 of them in total actually, with half again as many females, but no young.  Their all concentrated either in a mass camp here, or in the smaller, but better camps past location 3.  If worst comes to worst, two Fire Elementals (16 HD) spring into existence as soon as hostilities erupt.  The Gith may fall back to Absyriaxiel, but he won’t come forwards to defend them of his own accord.  They initially think that the players are slaves of the Illithids, but if it can be proved that they aren’t, the Gith won’t be hostile.  They won’t help the players however, until they see a chunk of the Illithid’s Elder brain, to know that their stronghold has been destroyed.  There’s always the chance that the Illithids have merely gotten better at controlling their slaves after all.

3,4,5 - Passageway to Gith living quarters, and the living quarters themselves.  The quarters also contain most, if not all treasure of the Githyanki here.

6 - the lair of Absyriaxiel, a Red Dragon of the Old age category, he’s been here a long time, and supports the Gith when their strength fails, but only because their useful to him.  He doesn’t particularly care for their well-being, or for any attempts at getting out of here, he’s got a cushy life here and such.  - Many Illithid corpses, and two Illithids in particular, giving out hideous gurgling wails of pain while they slowly die, only to be eaten, the Gith only feel justified in giving their hated foes the worst possible death imaginable, and Abysyriaxiel isn’t averse to a little Calamari...

7 - The mark of the No-man’s land between Githyanki and Illithid territory, the Gith have had magical watching systems all along the long, snaking corridor, as well as several traps that should be selected at random, magical in nature at the start, then psionic traps come into play, specifically Psionically empowered blocks of stone that lash out at anything not displaying the correct Psionic message.  Examples include Disentigrate, Ultrablast, and various mental attack forms that specifically target foreign Psionicists.  The Illithids know of anyone coming down that hallway..

Everything in the Illithid territory takes on a more glossy, polished look, and it’s Clean!  Everything seems to have a degree of care that far outclasses the other residents simple need for mere survival here.  No game effects, but it’s worthy of note...

9 and 10 are just normal Illithid residences, 8 has two Brain Golems inside which will smash anything that tries to go through uninvited, and the Illusionary wall behind them has a teleporter which takes the players to location 21.  

11 - The Psionic Laboratory of the Illithids, researching new techniques every day, even in this horrid place, progress must go on, they are a civilized species after all.  Currently a Githzerai by the name of Vilet is strapped down to a table where the Illithids perform various mental experiments upon him.  He’s a wreck, and will just collapse in a sobbing wreck if he’s freed, perhaps dying from shock on the spot.  Of note, there are many Psionic and magical items here, though all intelligent items are rather possessive of an Illithid outlook on life...

12 - storage, this is where all the really cool stuff is put, just put anything you don’t want to bother with putting in the main room here...

13 - The Hall of the Eldar Brain, it’s guarded by Four Brain Golems, and 6 Illithids at any given time, as well, all of the Illithids in the entire complex, including the Alhoon, will rush to the defense of the Eldar Brain if it should ever look even remotely threatened.  

22 - The domain of the Alhoon, it goes by the name of Sssliveneress, and has the abilities of a level 25 Psionicist, and level 18 Mage, it’s one of the most ancient creatures in the entire area, even more powerful than Sorvanais, and obsessed with dethroning the master of the area.  If any living being is capable of doing so, it’s him.  He’s got the entire Illithid community at his beck and call should he need them, though he considers non-illithid life rather weak (with good reason!) - and wouldn’t even bother to kill them if they don’t intrude upon his work.  That is, if the players try to talk with him, or even think poorly of him.  In fact, any noise not pertaining to ousting the leadership of Sorvanais from this place has him annoyed.  If he can be convinced the players are able to aid it, then it will help, otherwise, it is a dangerous adversary...

14 - The Neutral ground between the Illithids and the Githzerai, similarly made traps as the Illithid\Yanki neutral zone..

15, 16, and 19 are Githzerai territory, there are about 50 Githzerai, use standard rules in monstrous manual to determine classes and levels and such, Room 19 is obviously hidden behind a massive boulder for a door, it only responding to a magical key which only the Supreme commander, and his closest lieutenants possess.  

18 - The Domain of an Eldar Orb Beholder, (17 HD - 112 HP, Uses abilities as a 16th level sorceror) by the name of Oristix, he got transported here along with the Gith and Illithids, and holds a rather low opinion of the place.  The occansional raiding parties sent by either group to try to either recruit or eliminate him keep him well fed, but the conditions are rather cramped, and he’d like to see all of the others killed around here.  It’ll be very difficult to get to the door to location 19 without killing him..  He’s got a bunch of treasure that he can’t use, most of it collected from the raiding parties, and just lying about his lair..
17 - A heavyset stone door from 16 prevents access to this room save through four of the small bracelets that each character started with here.  Hence, only one out of four trapped shumucks can ever escape, the Alhoon has found various ways to neutralize this, and open the door for any amount of people, but it leaves him helpless immediately afterwards - and he needs the green orb from the 4th level of the dungeon, which was left in the deathtrap connected to leaving the place as a sort of taunt..  Inside, the ghostly image of Sorvanais stands, congratulating the heroes with a smirk on his face.  They’ve nearly made it, and yet, it’s time for this hunt to end.  With that, four Jehorra materialize, along with two hunting groups of lesser Barinith’s, and a single Greater Barinith, that big centipede thing..  The lesser can be kept busy by the timely arrival of the Ki-Rin, and\or monstrous heroes!  Greater allies (the Alhoon, or a Dragon) could also materialize here and take on the Centipede Barinith thing, leaving four Jehorra, and whatever can strike at the characters afterwards once the Jehorra are defeated, or at least dealt with somehow, and the players can rush forwards to the back hallway, there is one final teleporter there..  

The Final Showdown, Sorvanais vs. his imprisoned ones...

Read Text...

You step into the glittering lights after the carnage behind you, and the sight is awe-inspiring.  Four pillars mark the final edges of your prison, encased in Force walls, but clear to show the naked sky beyond, free from the tomblike walls that have held you so long.  Lowering your gazes, you are also greeted by the familiar face of Sorvanais, the Arcanaloth behind this accursed prison.  He is flanked by two lesser Arcanaloths, all of them already well prepared for your coming...  He loudly growls, canines bared and rage boiling over in his eyes, “Very well, the Barinith have failed at this game I’ve provided them, and so I declare the hunt is OFF - You’ve upset centuries of work, but that merely makes this victory all the sweeter.”

With that, he raises his arms, shades of your past fading into view, Torin Valasse, the Death Knight you freed what seems like years behind fades into view, his eyes filled with hatred.. Exclaiming, “My.. My Oblivion!  I have been cheated! Damn you!”

But it is not over, Sorvanais again calls out, “Shalst, Elemental Prince of Earth, I call in your favor, arrive and quash the life from these insects!”  - And with that, the massive Earthen being, easily over 40 feet tall, rises from living rock beneath your feet, already it moves steadily forwards..

Again, one final time, Sorvanais shouts to the Heavens, “Shattered Hymns, fallen Solar, I call our Debt, strike with unholy wrath into the very souls of these fools!” - The infernal gates flowing open only moments later, greeting you with the horrid crimson glow of a fallen celestial being, her very gaze striking fear into the hearts of the bravest among you...

And with that, the final battle begins...  In mere rounds, our friends should be arriving, even those who did not make explicit friends with the characters should sense that some serious mojo is going down, and freedom might not be wholly beyond their reach anymore, so help can come from unexpected sources.  

Statistics:

Sorvanais Cha’Tirit: On site, copy later..

Arcanaloths: normal..

Torin Valasse Death Knight, but he’s got the whole rage deal going on now..  If the players got his holy sword earlier, redeemed, and wielded by a Paladin, then one hit from it will have him crumbling to dust with a barely whispered ‘Thank you....” blown on the breeze.  Otherwise, he’s got a Shadowsaber (ignores non-magical armor, dissapates when he dies, does 2d10+1d10 cold damage per hit, and drains 1 point of strength, points return at 1 per turn...), His THACO is reduced to 5, but his AC pops up to 4 (he’s in a rage, and doesn’t care about getting hit, but he’s damn effective at killing now...)

Shalst:28 HD - 247 HP, using the Stats of an Eldar Earth Elemental, with the additional ability to use spells as a 20th level Cleric with access to the domain of Earth.

Shattered Hymns: Using the Stats of a Solar, along with all the spell-like abilities thereof, but their alignments have been reversed (Harms instead of Heals, protection from Good, etc.)...  Instead of the usual Vorpal Dancing Sword +5, she’s armed with the Unholy Sword\Artifact Brinasyriex, +5, which each strike has the effects of Ray of Enfeeblement, Shatter, Blindness, Deafness, Vampiric Touch, Slow, Enervation, and Contagion, as a 16th level Sorceror.  Thrice per combat, it can unleash the destructive energies of a Finger of Death in one hit, by forfeiting all these other nasty effects for that strike.  

Abilities of a 20th level Cleric...  

Spells: 6/6/6/6/6/5/5/5/5

Domains: Death, Destruction, Evil, Fire, War

The others will do more or less anything to prevent Sorvanais from being killed, but besides that, they don’t bother to actually work together..  Shalst and Shattered Hymns will bear the brunt of the assault while the Arcanaloths smash and blast from a distance..  Once Sorvanais has been killed, all of the force walls wink out of existence, and the tower, rather structually unstable without those walls, starts cracking and collapsing..  Now would be a great time to flee...