• GENERAL INFORMATION: This is the main level of the fortress. Most of it is internal to the mountain, with the 200' high twin towers and their 100' high walls jutting outward from the mountain. This level's primary purpose is to house and feed troops. All of the fortress' soldiers are well-trained, hardy practitioners of their art (unlike most of the reserve troops who have to stay in Harshaak) and will have 60-80% of their maximum possible hp. This applies to men and humanoids alike.

  • c1. Outer doors These massive portals are 40' high, 20' wide each, and six inches thick. They are typically opened by a pulley system which requires several giants on the inside. Above and to either side of the doors is the same fortification as this entire outer section: 10' thick granite to a height of 100' (the two towers being twice this high.)

  • c2. Courtyard This large open space connects the other areas here.

  • c3. Towers (2) These are identical, being 200' high with multiple levels. On the ground level are the barracks: each tower is manned by 25 men and 3 sergeants, about half of which are on duty at any given time. Other small chambers within the towers contain washrooms and storage. These troops eat in the galleys within the fortress proper.

  • c4. Cells These are located here purely as a defensive measure, to keep prisoners outside of the actual fortress. There are two dozen cells here, all of them empty at this time. This suits the jailer, an immensely obese giant of a man (F4, 35 hp, fights with bastard sword +1) just fine.

  • c5. Stables This area has pens for 64 horses, and most of them are now full. This is a bit of a problem, as Kael plans to have a much larger force of cavalry at some point. Four soldiers (F1, 8 hp each, fight with longswords) handle all stable duties. To the north is a large, fenced area for running the animals. Just outside the stables, a small feed barn is under construction.

  • c6. Inner doors These are identical to the outer doors, except twice as thick. Additionally, there are several slots on the inside of these portals, allowing huge oaken bars to be put in place horizontally and vertically (into shafts in the ground.) On either side, a series of rooms provides ample opportunity for defenders to shower invaders with missile fire. There is also easy access to several barracks, enabling fast mobilization of soldiers. Dual portculli block further entry into area c13; between them is a stone column which actually contains a spiral stairway going up to level B. Their bars are spaced closely enough to keep a halfling out, and the things weigh a ton; it requires two giants, working the pulley mechanisms in c13, to open one portcullis.

  • c7. Barracks A and B These areas are identical: each has bunks for 100+ soldiers, private quarters for 6 sergeants and a lieutenant, and a large common washroom. All of the soldiers in here are human and range from level 2-4. They are all well-equipped with high-quality armor and weapons.

  • c8. Barracks C and D These are just like Barracks A and B except that they hold bunks for 130 soldiers each. Barracks C is for humans, and currently only half-full (bringing the total number of human soldiers here to about 260.) Barracks D holds the smaller humanoids, specifically 40 orcs, 40 goblins, 20 gnolls, and 15 bugbears. This is a potentially chaotic barracks, which is why all 6 sergeants are bugbears of largest size. The lieutenant is an huge, ruthless ogre (33 hp, battleaxe +3) who has been known to kill troops who don't follow the rules.

  • c9. Mess halls This series of four large chambers is where all storage, preparation, and serving of the troops' food takes place. Meals are served in shifts based on which barracks one resides in.

  • c10. Stairway This 30' wide set of steps leads up to the barracks on level B.

  • c11. Weapons range This huge cavern serves as practice ground, target range, and so on, all in one. The soldiers tend to get upset when wizards use this place. Dozens of broken arrows, bolts, spears, and the like are scattered around the floor here.

  • c12. Murgoth's quarters This large area smells, badly. It is the living area of the dark centaur Murgoth. Scattered amidst the straw and rubbish are this individual's non-combat treasures: 2000 pp, 16 assorted gemstones worth 500 gp each, potions of healing and speed, and a set of horseshoes of the zephyr. He also keeps a set of three spears +2 here. Stacked in one corner are five kegs of fine ale. Murgoth has a small sunken fire-pit in here, which he often uses to roast great haunches of meat.

    Murgoth

    dark centaur, male, 13th level tracker (67 hp)

    Murgoth is an evil centaur, half-horse, half-man. His skin is dark brown, and he wears his black hair in a braided ponytail. This being serves as Kael's personal tracker and scout, and he is very good at it. Known for a sudden temper and a savagery in battle, Murgoth is given a wide berth by even the stronger soldiers.

    In addition to his inherent abilities, the centaur is equally adept at archery or melee. He owns a longbow +3 and 20 +2 arrows; in close combat he uses a four-pronged spear/axe +2. He wears plate barding +4, specially fashioned for his body by the dwarf Orzo. Murgoth moves at an 18" galloping rate and is ac0 when fully armored.


  • c13. Grand hall of the Nine This huge chamber is the meeting-place of the Nine. Well over a hundred feet long, wide, and high, its many exits are deceptive; if Xusia wishes, he can shield this hall with a magical barrier that blocks all physical and magical motion, scrying, etc. The centerpiece of the hall is the 3' high dais at its center, upon which are eight great stone chairs (and a space where the ninth would be, as Bodok needs no seat.) The important exits from this room are all along the north wall: long, multi-staired hallways to Ythuus' chambers, a tunnel down to Bodok's lair, a secret door to Fenris' area, a teleportation zone to Xusia's catacombs, and another long staired hall to the visitors' suites. The more pertinent of these exits are detailed separately.

  • c14. Ythuus' antechamber This chamber is fully spherical, such that the floor and ceiling curve away at all entrances. 30' in diameter with purple walls, the area appears to be empty; however, it is actually protected by several enchantments. There is no gravity in the sphere, and any who enter it must save vs magic or be feebleminded. In addition, there is an ESP link from the entire area to Ythuus, and anyone not feebleminded will be subject to having their thoughts read by the daemon. It is impossible to see anything in any of the three halls that feed this room until the viewer is actually out of the sphere.

  • c15. Mind flayers' chambers This suite is home to the mind flayer noble Qstys and his retinue of four other illithids (hp 50, 45, 45, 40.) Qstys' chamber is the larger one to the south. The smaller twin rooms contain five humans whose minds have been wiped clean by their captors; they are tonight's dinner.

    Qstys

    mind flayer noble, 65 hp, has full psionic powers (i.e. not magical, i.e. can't be stopped by protections that stop magical attacks)

    Qstys is little more than the strongest of a band of five of his kind. He and the others are somewhat in awe of Ythuus and choose to serve him for the time being. Qstys is like any other illithid: plotting, devious, and cruel. He resents the fact that Selene has entry into the Underdark and his group doesn't; he resents the presence of drow in the fortress; he resents the fact that Ythuus doesn't seem to care about the first two. This is not a peaceful situation.

    Qstys begins any combat with a mind blast, and then goes from there. He is used to preying upon helpless humans who are delivered to him, and might be taken aback by well-armed, aggressive foes. It has been a long time indeed since Qstys took part in a true battle.


  • c16. Sphere of thoughts This chamber bears special enchantments, making it a psionic receptor and amplifier. In Common, this means that it can be used by telepaths to increase the range and strength of their powers. It is primarily used by Qstys to communicate with the elder-brain of a gigantic mind flayer colony deep in the bowels of Oerth.

  • c17. Portal This translucent glass door bears a symbol of insanity (15th level of casting.) In addition, Ythuus (wherever he is) will instantly know if the door is opened or if its symbol is triggered.

  • c18. Ythuus' inner sanctum This strange place is utterly alien. A sphere within a sphere, it has no gravity whatsoever. Its outer layer is filled with weird semi-astral monsters that "swim" through the air. No thought in any mind can occur here without Ythuus being able to read it. The inner sphere contains a simple bed of a green, velvety substance as well as furniture and other items whose shapes and colors are ever-changing and painful to look at. The point of all this is simple: mortal minds were not meant to comprehend certain things, and this chamber is one such thing. For every round spent in here, there is a cumulative 5% chance of permanent, incurable insanity. The early symptoms of this unpleasant effect include headaches, nausea, and blurred vision. No two victims of this insanity will ever act alike - it is unique for every individual. Psychosis, murder, and suicide are but some of the typical long-term effects of the bizarre mental states brought on by the insanity. Ythuus has few "treasures", as worldy things (at least from this world) mean little to him. However, there are a couple of noteworthy items here. Resting against one domed wall are three 6" diameter spheres of solid platinum; a fourth sphere of the same size and perfect shape is mithril. There is a fifth sphere of some translucent, glassy material (this is a scrying device which only works in the plane of Gehenna.) A 1' rod of adamant leans against the spheres.

  • c19. Shaft downward This 20' wide passage leads straight down, into the bizarre series of shafts that are home to Bodok and his monstrous entourage.

  • c20. Secret door & maze Protected by a secret door hidden behind a false door which is hidden behind an outer secret door, this is a maze of short corridors connected by secret doors, with a number of false doors thrown in for good measure. Each portal - real or not - is protected by some sort of trap. Only Fenris knows the nature of each trap, and it's all in his head. All of these walls and doors are suffused with lead and other dense metals, preventing scrying and teleportation. At the end of the maze is area c21.

  • c21. Fenris' bolthole This large, round area is Fenris' private quarters in the fortress. He has worked hard to make it unscry-able and teleport-proof, such that the only way in is by wits (and knowing the series of traps.) This area is very spartan, containing only a small bed, desk, chair, washbasin, and a wardrobe. (more details to come, plus teleport note)

  • c22. Teleportation zone This alcove has a permanent teleport field down to area f1, the entrance to Xusia's catacombs. Unless the lich wills it otherwise, this teleportation only works for him - all others receive an electrical shock for 24d6 damage (save for half.)

  • c23. Visitor's suites This series of plush chambers contains quarters, washrooms, and a dining room for up to ten guests. The entire area is empty at this time.

  • c24. Entry hall to giants' area This hall has a 30' ceiling as does everything beyond. A pile of small boulders fills a niche to one side. The hall's eastern end is blocked by a single 25' high, 15' wide door of iron, which locks and bars from the far side.

  • c25. Entry chamber This junction will always be guarded by a pair of hill giants from area c28.

  • c26. Ogre barracks (4) Each of these areas houses 8 ogres, though the rooms are designed for more occupants than that. The ogres (hp 25 each) all wear chain mail and fight with two-handed swords or great battle axes. Two from each room wield +1 weapons, and a total of 7 of them have magical armor. Each ogre has a personal stash of about 1000 gp worth of coins and gemstones, plus from 0-3 potions.

  • c27. Boulder storage More small boulders. All who dig in the fortress have standing orders to set aside any good throwing rocks for the giants.

  • c28. Hill giants' barracks This area is quarters to the eight hill giants (hp 90, 85, 80, 75, 70, 70, 65, 60) under Gog's command. A washroom (seldom used) lies to the west. Three of these giants wear +1 chain mail, and the largest of them wears +2 plate mail. He also fights with a two-handed sword +3. Two of the others have +1 weapons (giant battle axe, spiked mace.) Each giant's personal treasure is kept in a locked chest under his bed: 3000-6000 gp worth of coins and gemstones, plus 1-3 miscellaneous magic items. The largest of the giants also wears a ring of spell turning, while another wears a brooch of shielding.

  • c29. Stone giants' cave This cavern is home to the four stone giants (hp 100, 90, 80, 70) under Gog's command. Their primary purpose is to help with excavations and tunneling, though they also man the fortress' main doors in times of battle. In addition to a number of statues and other "valuable" stone items, this cavern holds the personal treasure of each giant: 3000-8000 gp worth of coinage and gemstones and 1-3 potions.

  • c30. Mess hall This is a general eating room for all the giants. There are various grills and spits here, as the giants like meat and lots of it.

  • c31. Storeroom This chamber contains massive quantities of alcohol - dozens of casks of beer, ale, mead, and so on. It is kept under lock and key.

  • c32. Storeroom This storeroom contains foodstuffs, along with a special enchantment to keey the room's temperature cold. This allows for storage of far more meat than would otherwise be possible, without danger of perishing.

  • c33. Cells These are all empty, save for the last one on the left, which contains the shattered skeleton of a cloud giant.

  • c34. Trolls' lair This large cavern is home to the 11 trolls (hp 50, 45, 45, 40, 40, 35, 35, 35) under Gog's command. All of these monsters are of large size and above-average intellect and discipline. They have been furnished with potions of fire resistance for pre-battle drinking. 5 of the trolls are female, and several pairs have thus mated and are in the process of producing litters. Each troll has about 2000 gp worth of coinage and gemstones, in addition to the potions mentioned. The largest of the trolls also wears a ring of fire resistance and owns a large bag of holding, within which are another 8000 gp of secret treasure.

  • c35. Fire pit & hydra This huge chamber has a 50' ceiling. In its center is a 15' wide fire pit, ringed by a 5' wall. A large alcove to the east serves as the pen for Gog's pyrohydra.

    "Rex"

    9-headed pyrohydra (9 HD, 64 hp)

    This great beast has dark red skin, nine heads, and an appetite for destruction. It is to Gog what a loyal dog is to a man, except in this case the loyal dog is the size of a small cottage and can eat a horse for snack.

    The hydra prefers to kill or weaken foes with its breath if possible, but it will rip into them with fangs and claws if necessary. It is usually kept chained to the eastern wall, with enough slack to let it guard this whole room without being able to leave. Rex wears a collar (at the base of the central head) which grants regeneration (3 hp/round.)


  • c36. Hell hounds' pens This large, open area is guarded by six large hell hounds (hp 55, 50, 50, 45, 45, 40.) They have no chains, but are smart enough not to enter area c35 and annoy the hydra (though they sometimes taunt it from afar.) Each of these beasts wears a collar studded with rubies (value 3000 gp.) They obey only Gog, but are civil to the other fire giants.

  • c37. Fire giants' quarters There are 8 rooms in this area, though only 5 of them are occupied. These giants (hp 110, 105, 100, 95, 90) are Gog's most trusted subordinates, and they absolutely lord it over the smaller, weaker humanoids. Each fights with a gigantic weapon (2 swords, 2 axes, 1 hammer) and they all wear giant-sized chain mail. Each has one useful magic item (boots of speed, +2 weapon, +2 chain mail, ring of invisibility, +3 weapon) as well as 3000-10000 gp worth of coinage and gemstones.

  • c38. Gog's quarters This multi-chambered living area is huge in scale, containing a giant-sized bed, table & chair, bookshelf, wardrobe, washbasin, and so on. Gog is actually fairly civilized for a fire giant, and keeps his chambers in good order. Iron pegs imbedded into one wall hold his armor and weapons when he's not using them. There are a number of treasures, magical and otherwise, scattered throughout this area. Next to the table is a huge cask of rather potent ale from the Hellfurnaces area; it is about twice as strong as normal ale. Beneath the bed is an iron chest containing 20 golden ingots worth 1000 gp each. The pen on the desk is solid gold and also magical, as it never runs out of ink. In one desk drawer are 8 sapphires worth 1000 gp each. Next to the washbasin is a decanter of endless (hot) water. Resting in one corner of the northern chamber is a 1' wide nugget of silver. In the closet are a large helm of protection +1 (Gog doesn't wear it because it doesn't quite fit) and a huge but broken spear +2. A locked chest in this closet contains 12,000 gp and several items that Gog can't use (a staff of smiting, a wand of illusion, a manual of golems, a necklace of prayer beads, a +2 dagger, and a longsword +4 defender.) Mounted on the wall over Gog's immense bed is the stuffed head of a remhoraz he once slew in a frigid wasteland. Hidden deep inside this thing's mouth is a gigantic ruby worth 10,000 gp.