TACTICS: This bunch has had much time to prepare for the party's arrival. They will be fully prepared for combat... ROUND 1 : Xusia will greet the party with a Pyromania spell, while Terrorek will send a blade barrier of finger snakes at them after Xusia's spell. Strabonius will prepare for melee, while Von Drek will turn into a bat and fly above the party, waiting for the most opportune moment to strike. Gorgorax, already having made 4 mirror images of himself, will advance, perhaps using his telepathy power to read characters' minds. The four golems will ring the party, but stay at a distance of 30'. Note that the room will be dark, except when spells light it up; Strabonius has already consumed his potion of infravision. ROUND 2 : Xusia will send Evard's Black Tentacles at the party (he generates at least 32 tentacles...), and Terrorek will Transmute Rock to Mud under their feet, simultaneously. Von Drek may or may not attack, depending on circumstances. Strabonius and the golems will wait for anyone who escapes the mud and/or the Evard's Tentacles. Gorgorax will use his reverse gravity power on some character if circumstances permit. FURTHER ROUNDS : Xusia and Terrorek will try to stay back and use their spells, while the others provide melee support. The golems will be used first, as they are expendable. If Xusia is physically attacked, he will use his Rod of Death to smite offenders and hopefully turn them into undead (he is by no means afraid to engage in melee combat). The evil ones, in general, will flee or escape if things get bad, but they should be powerful enough to give as much as they get. Strabonius and Xusia will almost certainly escape; if Xusia leaves, the entire complex will collapse within an hour's time. (18) This is the first chamber found along a long hallway. It is the lair of Von Drek, the vampire. The chamber is furnished with dark, Gothic things - portraits of gloomy castles, dank swamps, foggy plains, etc. The huge, engraved hardwood coffin is padded with silken cushions inside, and contains no soil (Von Drek keeps himself meticulously clean for a vampire). A large barrel of unholy water leans against a wall. An antique dresser holds a variety of dark-shaded clothes and robes. There is a bookshelf, with a series of history books detailing Oerth's progress in the last few millenia. Other tomes discuss both ancient and modern politics and theology; an entire section is devoted just to military history. The vampire lord has a keen interest in these topics. Another wooden item, this one a rack, contains various weapons and warfare-related things. A shortsword +2, of quickness rests in its sheath in this rack, alongside a pair of +2 daggers. A normal, but expensively ornamented longsword hangs here also (value 4000 gp), next to a rapier +4 and a whip +3. A suit of chain mail +2 and a medium shield +1 are propped up as well. On one wall hangs a trophy case, which contains various medallions and decorative insignia, things that Von Drek has collected over the centuries. One of the medals is actually a medallion of ESP (the vampire does not care to wear it, since it gives him headaches). (19) This is the next chamber, the quarters of Strabonius. He is one of Xusia's few living minions, because even Xusia has use for living agents to roam the lands without incident, and Strabonius is as evil-minded as he is competent. To one side is a gleaming suit of full plate - plate of the deep. Nearby is a longsword of rusting in a thick leather sheath. On a wall hang two quivers; one is an everfull quiver, the other contains 9 screaming arrows, 6 flare arrows, and an arrow of summoning. Both of these quivers were taken from Hawk (cf 16d) when he was incapacitated. A matching king-size bed, dresser, and nightstand are in here; all of these items are of hardwood stained a deep crimson...the anti-paladin's wardrobe is simple and efficient, mostly suited for travel or combat. Since he isn't undead, Strabonius needs light to see; a pillar in here has been enchanted with a variable continual light spell, allowing it to be dim or bright as desired. A steel basin in one corner is kept filled by a decanter of endless water. A heating stone keeps the room continually warm, for it is somewhat cold in this dungeon. In another corner is a round well. This actually leads down to a deep underground pit, full of nameless slimes and oozes. Strabonius has developed a nasty habit of bringing captured women and girls to his room. They always disappear shortly afterwards, never to be seen again... A few pictures ornament the wall; all depict violent and bloody things, such as sacrifices and massacres. (20) This room is the chamber of Terrorek, Xusia's second-in-command. A wooden table has an opened book - a divine tome of stellar bodies - which Terrorek has been reading recently. A massive bookshelf contains more tomes on such subjects - the lich priest's interest lies with other worlds and planes. A shabby bed and a broken-down dresser are the only furniture in this chamber; Terrorek doesn't much care about his living accomodations. One of the books in his collection is a book of infinite spells, though, and another is actually a collection of scrolls with priest spells. (21) This is Xusia's living quarters. There is a spell on the entrance such that any entry will immediately alert Xusia. Beyond the door, there is a lavish chamber with many decorations. A large desk is covered with papers and scrolls, with some odd paperweights (small skull, a half- sphere of diamond, a crystal egg, etc.). Several couches and old chairs are scattered about, and a walk-in closet holds many robes on wall pegs. There is no bed (Xusia never rests or pretends to). Three bookcases and two large chests hold the lich's other possessions. Among the papers on the desk are a journal (which incinerates itself upon examination - Xusia has several copies in other places) of his deeds and plans, a spell book containing the spells he has currently memorized (only a fraction of the total number he knows), a large map of Oerth (with several large red "X"s marked; one is Greyhawk City, another a possible tarrasque lair, etc.). Also on the desk are a quill of dictation and some ancient Sueloise scrolls. In one drawer is a short rod with a shriveled hand at one end - a Bigby's Talisman. In one chest is a pouch of holding, containing two Tears of the Gods (black, blue) and six perfect rubies (5000 gp value each). Also in this chest are a folded robe of teeth, a girdle of femininity/masculinity, a scroll with a terrible curse (leprosy; only curable by a Heal spell from a priest of 18th level or higher), and a scarab of death. A tube contains scrolls with some of the new spells in the Appendix (DMs choice). The second chest is locked with three locks, each containing a poison needle trap (poison is powerful, -4 on saves) and explosive runes as well, cast by Xusia himself. It is lined with glass, even inside the lid, and contains powerful acid. Under a false bottom (beneath the glass layer) is a cylindrical niche, which contains the Dreaded Staff of Count Astoc and the sword Ithalmar. The chest is bolted to the floor. Xusia has hidden these relics for fear that they might be used against his plans, if left in the world. One area of this room has a painting stand, with a nearby stack of blank canvas sheets. On the stand is a cheap-looking paintbrush - actually a Brush of Creation. This powerful artifact has not been left unprotected, however - Xusia has placed a Pushpop spell on it (see appendices), which will cause it to teleport itself far away if touched by anyone other than Xusia himself. A sword of Yol is sheathed and hangs over the desk, on a peg. The wall is decorated by many paintings, some done by the lich himself (without the magical brush, of course). (22) This is a long hallway, 20' wide by 20' high and about 100' long. It leads westward into the crypts, area 23. (23) A pair of 20' high (and 10' wide each) bronze doors open into the crypts. This huge area is essentially a cylinder, 50' in radius, and the bottom of the cylinder is about 500' down. A ramp winds around the outer perimeter of the room (about 10' wide), going both upwards and downwards (about 500' either way). There are various chambers spaced around this peripheral ramp...about 3000 in all, since the total room height is about 1000'. These side rooms are the lairs of all the various undead that Xusia created or converted. Some of the rooms are mere 10'x 10'x 10' areas, with one or perhaps two minor undead; others are deeper and contain powerful undead or families. There are a LOT of undead here; the number can be suited to fit the campaign and party, but Xusia has cleaned out three small towns already and at least six graveyards, plus he had a sizable number of corpses already. A typical assortment for the room might be about ten times the numbers found guarding the keep where Skorvus was found, plus perhaps fifty vampires (with a good half of them being spell-casters), two dozen liches (ranging from 11th to 18th level in ability), and several death knights, undead anti-paladins, etc. These undead may have treasures of their own, as appropriate, but getting such loot will probably not be a feasible thing. This is one of those rooms that you retreat from and try to seal forever. Perhaps Hawk (cf room 16d) could use his orb here, or the party may have an item that could help, but a battle proper will surely prove fatal for the party. The occupants of this room are currently doing nothing useful, for the most part. A few of the lesser undead are hauling cargo along at various points on the ramp (cargo being rotting meat and kegs of dirty water and such things). If a party stays here for long, it will surely come to the attention of some of the undead, though. When it is time to attack a new town or farm, Xusia usually uses his spell of mass teleportation to open a gateway from here to the target site, allowing the undead a pathway to assault the living. MISCELLANEOUS NOTES: An Arch-Lich is like a normal lich except: 1) armor class is -6 due to semi-material, shady form 2) a +4 or greater (!) weapon is needed to injure it 3) all levels count as hit dice when figuring hit points 4) ditto for thac0 derivation 5) touch does 3-30 of chilling damage rather than 1-10