The Temple of Chaos
The Temple of Chaos
The Temple of Chaos
Cartographer: Joseph A. Mohr with Licensed Campaign Cartographer 2 and Dungeon Designer
2
Artwork: The cover page as well as most of the artwork in this adventure were produced by
Rajat Prajapati including specifically: The demon idol drawing, the priest committing the
sacrifice, the wight, the shadow, the carrion crawler, the mimic, the priest playing the organ and
the suit of armor
All other images: Several other images are included in this work. All of those were downloaded
from Publicdomainvectors.org
The Temple of Chaos
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The Temple of Chaos
done so then they should be at least second # At 1; DMG by weapon (long sword and
level and possibly third by now. A party of 4 long bows) (1-8 or1-6); AL CG; Size M;
to 7 characters in the level range of second XP:15 each; MM P 39. They are searching
to fourth level should find this adventure the area around the temple for a lost elf girl.
challenging and interesting. This module is She is the daughter of the leader of their
written for use with first edition AD&D. It village and she has gone missing. She is
could easily by converted back to Basic Set actually a captive about to be sacrificed by
if someone was so inclined or to any other the high priest of chaos.
version of the game.
Gnolls: AC 5, MV 9"; HD 2; HP 9 each; #
All descriptive text which should be read At 1; DMG 2-8 or by weapon; AL CE; MM
aloud to the players will be in a text box. P. 46, XP 46 each.
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2. Main Chapel:
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are of low quality. The pillars holding up the compartment is a potion of healing.
ceiling here, however, are finely carved and
are made from marble. The wooden pews
are made from normal wood.
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4. Altar/Sacrifice:
The gems are fakes but this will only be Once opened.
noticed if someone pries them loose from
the statue and gets a close enough look to The room before you is a very large circular
inspect them. The ivory teeth are also fakes. room with a very high domed ceiling rising
The statue is also trapped in a couple of up about fifty feet high. There is an altar on
ways. The purpose of the statue is to get a the west side of the room. The domed
thief to climb it and then possibly kill the ceiling of this chamber is painted with
thief in a couple of possible ways. scenes of horror but which are of extremely
high quality. Unholy symbols are painted
First, the statue is 25 feet tall. A thief can on the walls here in blood.
use his climb walls skill to get to the top of
the statue to pry out the gems but there is a The black robed priest and the girl are gone.
chance of falling. A twenty five foot drop The altar has dried blood upon it but there
will do 2-12 damage to anyone who falls. are no fresh signs of blood. It seems that
whatever ritual that the priest was engaged
Second, the gems are trapped. Anyone who in has been interrupted for now.
pries out a gem will cause this trap to
engage. The statue will tip the bowl it is Close inspection of the room will reveal that
holding forward and possibly hit anyone on the altar can be moved and contains a
the ground in the area who is not climbing concealed staircase leading downward.
the statue with the burning oil in the bowl.
This will cause 2-12 damage to anyone in The altar and the room itself strongly radiate
evil. Much evil has been done here in the
past and shall be done here again in the
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future unless someone puts a stop to it. If desk is forced open they can avoid the trap.
holy water is sprinkled on the altar it will Anyone poisoned must save versus poison
burst into flames. A good aligned party will or suffer 10 HP damage per round for 2-5
gain XP 250 for this action. rounds.
5. Priest Chambers
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The chest is at the end of the bed. It is anyone not familiar with this particular one
locked and trapped. Anyone opening the will likely (90% chance) use the wrong
chest will set off the trap. It will release gas. covers on the lantern and cause the wrong
Anyone in the area must save versus poison effects to take place. The primary effect of
or flee in terror for 2-11 rounds. Inside the the lantern is continual light as well as
chest are some clothing, a +1 Mace, +2 providing a sanctuary spell to take place for
Versus Undead, 242 gold pieces and 433 2-11 rounds. Anyone operating the device
silver pieces. that does not understand its proper use will
accidently summon two shadows to the
There is a secret door hidden behind the room. The sanctuary spell can only be cast
mirror on the east wall of the room. from the lantern once daily.
6. Secret Room
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paralyzation or suffer the full effects. The the room. Rest in this room, however, would
full effect is 2-16 points of damage. Anyone be peaceful and one could rest here in one
saving will take one half damage. Inside the half the normal time due to the wonderful
desk are: one pearl worth 100 gold pieces, silence taking place in the room.
two garnets worth 50 gold pieces each, a
Potion of Invisibility, A Potion of Healing, TEMPLE OF CHAOS BELOW
A Potion of Flying and Three Pieces of
GROUND: LEVEL ONE
Incense of Meditation.
This level and the other level below ground
The works of art, although chaotic and evil
are both made from the same dark stone that
in nature, are of good quality and would
the previous level was made of. However
possibly be worth 300 gold pieces for the lot
this level seems much colder and there is a
of five paintings to a collector of deviant art
very thick fog everywhere on these levels
in a large city. It would be difficult to find a
that rises up from the ground and comes to
buyer anywhere else.
about waist high on a human. It is difficult
to even see ones own feet. The doors on this
7. Meditation Chamber
level are made of grays tone. The walls are
made of black stone.
This room appears to be a meditation
chamber of some sort. There are mats on 1. Spiral Staircase/Entry
the floor here for worshipers to kneel in
prayer quietly. In fact, this room seems
A spiral staircase leads downward from
unnaturally quiet. Nothing seems to make a
beneath the altar. The stairs are dark and the
sound in here. Lighted braziers are in all
area down the stairs is unlit. The air here
four corners of the room. The source of the
feels much colder than from the previous
fuel that causes these braziers to burn is
level. There seems to be a thick fog here
impossible to ascertain. There appears to be
which rises up from the ground. It seems to
no fuel at all in them. Mosaics on the walls
be about waist high. You feel the crunching
here depict savage combat as well as
of bones beneath your feet as you reach the
horrible crimes. There are small idols here
bottom of the stairs.
representing Simaru as well as several arch
demons.
The walls here are made of black stone.
The room has a permanent silent spell cast There is a stone door leading to the east
in multiple places across the room. No from here. There are torch holders in the
sound can take place in here and no spells wall here but none are lit.
that require vocal components can be cast
The room is empty. There are no secret
here. No sounds from outside of the room
doors here. The door to this room is locked
penetrate the room as well.
and must be picked or forced unless the
players found the key in the priest robe in
Anyone within this room could be easily
room 5 above.
surprised by anyone entering from outside
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2. Ghouls/Bones
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4. Puzzle/Secret Door
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rotation will set off the trap when the drawer Paralysis on touch unless save vs paralysis;
opens. The drawer will release gas into the AL N; MM P. 13; XP 636 each.
room which will corrode metal on or about
anyone within 5 feet of the drawer. The
metal items worn by such players in that
radius will need to make saving throws or be
damaged or destroyed.
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The answer is a lantern. If anyone speaks level of the complex so your players will
this word the statue will point at that player need to find their way to it eventually.
and heal him or her for 2-9 points as well as
cast a bless spell on that player which will
last for 3-18 rounds.
8. Wights/Secret Room
The creature wears tattered black robes and Hidden in the piles of bones and bodies is a
seems to have wild black hair and skin large sack with 344 gold pieces and 34
which appears ghostly white. The stench platinum pieces and a potion of extra
coming from this creature is great. The pure healing, and a large shield +1.
hatred and evil in the creature is obvious to
you the moment you see it. You also notice 9. Secret Room
that he is not alone. Two more of the
creatures are nearby. This room contains a chest as well as a stair
case leading downward. The stairs are dark
Wights (3): AC 5; Move 12"; HD 4+3; HP and the area below also seems to be unlit
15 each; # At 1; Dmg 1-4 + energy drain; hit and very dark. The air coming from below
only by silver or magical weapons; AL LE; seems much warmer than the air on this
MM P. 100; XP 615 each. floor of the complex.
This room contains a secret door leading to The chest before you is ornately carved and
area 9. This door is not well hidden and seems quite old. It has handles on the sides
should be found if the room is explored for of the chest but it appears to be quite heavy.
very long. This secret door leads to the next
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The chest is locked and trapped. If anyone made; these creatures give off a foul stench
attempts to open the chest without turning and anyone in 10 ‘ radius must save versus
the handles on the side of the chest will set poison or suffer a -2 penalty to attack rolls
off the trap. Vents in the ceiling here will due to nausea and retching; immune to sleep
dump acid on anyone within 5 feet of the and charm spells, cold iron does double
chest doing 2-12 damage unless they save damage to these creatures; MM P 43; XP
versus paralysis and take half damage. 254 each.
Inside the chest are 233 gold pieces, 457 Close inspection of the room will find a
silver pieces and 322 electrum pieces. There scattering of coins including 34 gold pieces
is also a potion of speed, potion of and 22 silver pieces. It will also reveal runes
heroism, potion of sweet water and a etched on the west wall of the room in
wand of magic missiles with 6 charges on elvish.
it.
10. Ghasts/Riddle
Ghasts (3): AC 4; Move 15; HD 4; HP 16 “It holds most knowledge that has ever been
each; # At 3; DMG 1-4/1-4/1-8; each touch said;
causes paralysis unless saving throw is But is not the brain, is not the head.
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To feathers and their masters, tis both boon might be quite valuable to a chaotic evil
and bane... magic user or priest but to good aligned
One empty, and one full.” characters it is a vile book and will cause 1-6
points of damage to anyone of good
The answer is paper. And if anyone speaks alignment who picks it up. If it is destroyed
that word first then the door to area 11 will a good aligned party would gain 500 XP
become obvious and can be opened. If from the act.
anyone speaks any other word first then the
door will remain invisible and cannot be
found or opened.
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The walls of this level are like the walls of vibrating through the halls of the dungeon.
the previous level. They are made of black The music is being played very loud and is
stone. The doors here are also made of gray quite unnerving.
stone like those above. This level is not as
cold or as foggy as the previous level. There 2. Pillars/Animated Armor/Pipe
is still some fog here but it is wispy and only Organ
rises up to the knees on a human. Sounds
seem to carry on this level. This particular room is oddly shaped. There
are four enormous pillars here which
1. Entry/Gray Ooze support the roof of this very large chamber.
There are double doors leading to the north
The stairs to this level are trapped. Anyone and passages leading north east, north west,
on the stairs when the weight on the east, west, south east, south west and due
staircase reaches 350 pounds is going to south from this room. There are double
slide when the stairs collapse. They will doors to the passage leading south.
immediately collapse into a slide. Anyone
falling may make a saving throw of 4D6 Large tapestries hang from the ceiling here
versus their dexterity to avoid falling into and on the walls. Each depicts some chaotic
the room below. Anyone failing will take 1- scene of evil and murder or other acts of
6 falling damage. Anyone above can still depravity.
navigate down the stairs carefully but slowly
once the stairs have flattened. There is also a very large pipe organ here
with a priest in black robes playing the
The door leading from this room is locked. organ. Standing near the organ player is a
suit of plate mail. It stands on it’s own and
The room around you is a circular shape. seems to be resting on a large two handed
There is a door leading north from here. sword.
The walls here are bare. But you are not
alone here. Two gray blobs are moving on The suit of armor is actually a creature
the floor near you and seem to be called an Animated Suit of Armor.
approaching.
Suddenly the suit of armor begins moving
Gray Ooze (2): AC 8; Move 1"; HD 3+3; towards you raising it’s two handed sword
HP 15 each; # At 1; DMG 2-16; corrosion above it’s head as if to strike. The organ
damage to metal; immune to most spells; player rises and turns towards you as well
will take damage from lightning and pointing his fingers at you as if to begin
weapons; any weapon striking it may take casting a spell.
corrosion damage; AL N; MM P. 49; XP
275 each. Animated Suit of Armor (1): AC 2; Move
6"; HD 6; HP 30; #At 1; DMG 1-10; AL N;
Once the creature is dead the players will XP 330.
notice the sound of pipe organ music
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The two handed sword of the animated of chaos worth 250 gold pieces. He also
armor is not magical. holds a black key which opens the doors to
room 15.
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This room is unlocked...when the players The fountain is not magical. The coins are
enter. It locks immediately once the party 33 gold pieces, 42 silver pieces and 5
puts enough weight on the floor of the room. platinum pieces. The gems are three 10 gp
After 350 lb of weight is on the floor the value quartz and one 50 gold piece value
door slams shut and locks. Then the room garnet. The ring is a ring of acid resistance.
shifts (rotates) so that the passage is blocked
by stone wall. Waiting inside the fountain is a water weird
waiting to ambush anyone who enters the
In the center of this room is a chest with an fountain basin.
iron lock on it. The room is circular. There
is nothing else visible in the room. Water Weird (1): AC 4; Move 12"; HD
3+3; HP 20; # At 0; drowns victims; AL CE;
The chest is not locked. It is also empty. The XP 450, MM P. 100. Anyone entering pool
real trap is the room itself. will be grabbed and dragged into the
fountain water unless they save versus
If the chest is lifted up the players will find a paralyzation. They strike as a 6HD monster.
concealed panel beneath the chest that Sharp weapons do only 1 hp damage to the
contains a lever that will cause the room to creature. If its total hp is reached the creature
rotate back to the original position and will disrupts but will reform again in 2 rounds.
unlock the door. However, the sound of the Cold slows it. Fire does half or no damage.
room shifting will bring a random encounter Purify water kills it. Blunt weapons do full
which will be waiting just outside the door damage.
when the players exit.
4. Fountain/Water Weird
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When you open the door to this room you When you enter this room you see a large
see a peculiar sight. The roof of this room is fountain with the statue of a demon with bat
only about six feet high. Holding up this like wings and horned head spraying water
roof is a single object. A wooden staff up and into the pool that surrounds it. The
shimmering with magical energy and statue seems to radiate with magic as does
standing six feet tall seems to be the only the water in the fountain. The water is clear
thing here holding the roof of this room and pure looking. The statue has a spiked
from falling. The staff is located in the trident which it holds in one hand and
center of the room. points at the water below it. Several coins
are in the fountain as well as a few gems
The rest of the room appears to be empty. and a necklace with five beads on it.
The room, of course, is trapped. The real A strange humming sound can be heard
trick here is that the party will almost here just above the sounds of the water
certainly want the staff. The staff, however, being sprayed.
is merely a normal staff that has some spell
cast upon it to make it appear valuable. It is, Beside the fountain are skeletal remains of
in fact, worthless. a few unfortunate adventurers who
apparently died near the fountain. One has
If removed the staff will cause the ceiling to his arm draped over the fountain as if he
cave in causing 6-36 damage to anyone in had just drank from the water and died.
the room at the time when the cave in
occurs. If the party comes up with a creative
way to avoid the trap let them do so. The The water itself is not poisonous. The trap
reward is a worthless staff. here is that anyone touching the pool will
cause the demon to thrust his trident into the
The sound of the cave in will draw a random pool and cause it to electrify. This will cause
encounter within 1-2 rounds. damage to anyone who steps into or who
reaches into the pool. They will suffer 3-18
6. Fountain/Magical points of electrical damage unless they save
versus magic for one half damage.
This room is unlocked. The sounds of water
can be heard beyond the door. If the players use something wooden to grab
the necklace they might succeed in doing so
and avoid taking damage.
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Random effects
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Color effect
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When you enter this room you see a large causes 1-6 cold
fountain that occupies most of the room. A damage
statue in the center of the fountain depicts Red Tastes like blood.
an ettin. Each head of the ettin faces a Heals the player for 2-
different direction and spits water into the 7 points
pool. Every few minutes the color of the Black Poison. Save vs
water in the fountain changes. Sometimes it poison or take 1-6
is clear. Other times it is blue, red, yellow damage for 1-3
or some other color. Then it changes again. rounds.
Green Tastes like vegetables.
Some skeletal remains near the pool suggest Player cured of
that some of the colors might be quite disease or healed for
dangerous to drink or to touch. 2-11 points
Yellow Tastes like urine.
Player will retch for
2-11 rounds unless
save vs poison
Orange Tastes like fruit.
Player gains a point of
constitution.
Purple Tastes like grapes.
Player gains a point of
strength.
Gold Tastes like gold.
Player notices that his
purse becomes
heavier by 1-100 gold
pieces.
Silver Tastes like silver.
Player notices that
one of his non
magical weapons is
now coated in silver.
Copper Tastes like poverty.
The colors of the fountain in order Player notices that his
purse became lighter
Color Effect by 1-100 gold pieces.
Brown Tastes like crap.
Clear None Player must save
Blue Cold to the touch. versus poison or
Drinking or touching vomit for 2-11
rounds.
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Other than the clear color each other color anyone reads this they will have found the
will only appear until it has been drunk trap.
from. Then it will not reappear. After all
colors are exhausted only clear will appear. Anyone searching the area below the floor
will find skeletal remains of other
Close inspection of the skeletal remains will adventurers who came here before them.
show that one of the unfortunate adventurers There is a suit of leather armor +1 and a
is wearing tattered looking chain mail. He potion of hill giant strength on one of the
also appears to be wearing a pair of unfortunate adventurers who did not survive
gauntlets. The gloves are gauntlets of this room.
kobold power. These are a cursed item that
will reduce the strength of the person 10. Trap within a Trap
wearing them to a maximum of 6 until the
curse is lifted. This will result in a -1 to hit The door to this room is unlocked.
probability due to low strength until the
curse is removed. When you enter this room you notice a
singular feature in it. There is a large chest
9. Room Trap here with a big black lock on it. The chest
looks quite old as well as the lock. There
The door to this room is unlocked. appears to be nothing else in the room.
This room seems to be virtually empty The chest, of course, is trapped. The real
except for some runes located on the north trap, however, is that there is not just one
wall of the room. The runes are faded and trap within it. If the players find and remove
difficult to read. One would need to be up a trap they may discover that they still have
close to read them. one to go.
The room is trapped. The entire floor here is Trap #1 Poison needle in the lock.
resting on a single pole which crosses from Save versus poison or suffer
east to west underneath the floor and creates 1-6 damage for 2-5 rounds.
a seesaw effect. Anyone stepping on the
floor will cause the floor to fall the direction Trap #2 Poison gas within the lid of
of that player unless equal weight is placed the chest. When the chest lid
upon the other side. Below the floor of this is raised the gas is sprayed in
room is a drop of twenty feet to a spiked pit the face of the person
which is as wide as this room. The fall will opening as well as into the
cause 2-12 damage plus 1-6 spike damage to room in general. Each person
anyone falling in. in the nearby area must save
versus poison or suffer 1-6
The runes merely state that it would be damage for 2-5 rounds.
advisable to avoid this room. But by the time
Inside the chest are worthless rocks.
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There is, however, a secret door on the north versus magic or be stunned for 1-3
wall of the room that leads to area 11. rounds).
11. Minor Treasure Room Chest #2 - Not Trapped. There are 383 gold
pieces and 423 silver pieces. There is also a
The secret door is locked. Busting it open scroll here with magic user spells:
increases chance of random encounter by protection from normal missiles, hold
one from the noise. The lock can be picked. person, dispel magic, flame arrow,
lightning bolt.
This appears to be a treasure chamber.
There are three chests here. Each is closed Chest #3 - Trapped. Darts will fly out of the
and locked. There is nothing else visible in lid of the chest striking the person opening
the room other than the three chests. the chest for 1-3 damage x 1-6 darts. The
darts are poisoned but the poison has long
since evaporated. There are two gold
candlesticks here worth 100 gold pieces
each, a necklace with several ornamental
stones worth 500 gold pieces, a small
portrait of the King of Zanzia from a century
ago worth 250 gold pieces to a collector, a
potion of restoration, a potion of antidote
(to any poison) and six bolts of fire +1 (+1
to hit. 1-6 additional fire damage unless
save versus spell for one half damage.
Usable only once obviously).
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When you enter this room you see a large If the players are not hostile then the brazier
brazier occupying the center of the room. will suggest putting the more coal into it. If
The brazier has a fire burning within it yet the players put all of the coal into the fire
there appear to be no coals burning in the this will cause the flames to burn
fire. The flames reach high above the rim of uncontrollably and cause 1-6 fire damage to
the brazier yet you feel no heat coming anyone within the room.
from the fire. There is a small pile of coals
on the west side of the room. There are If the players put only some of the coals into
strange runes in some unknown language the fire then the brazier will thank them and
on the east wall of the room. Traces of provide them with a potion of gaseous form
footsteps lead all over the room. and two potions of healing.
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The jackalweres will try to use their sleep There is also a secret door here in the north
gaze power first and then close in to attack. wall.
One of the jackweres holds a battle axe
+1/+2 versus regenerating creatures. Each 14. Minor Treasure Chamber
of them wear a golden medallion with the
symbol of chaos etched upon it worth 100 The secret door to this room is locked. It can
gold pieces each. be picked. It can be forced. Forcing it will
cause noise and this will double the chance
The remains of the adventurers have some of a random encounter here.
normal armor and weapons but close
inspection of the fighter will reveal that he There are three large vases here. One
has a bag of holding that holds their appears to be overflowing with coins.
collected loot so far: 432 gold pieces, 32 Another seems to be overflowing with
platinum pieces, 133 silver pieces, a silver gems. And the third seems to be filled with
figurine of a dragon worth 100 gold pieces, a liquid.
fine rug made of unknown material worth
250 gold pieces and a potion. The potion is Vase #1 - Not trapped. Filled with coins.
poison and one must save versus poison There are 45 platinum pieces and 244
or suffer 1-6 points of damage for 2-5 electrum pieces in the vase. The vase itself is
rounds. finely made and worth 100 gold pieces as a
piece of fine art.
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15. The High Priest of Chaos/The Real High Priest of Chaos, Walamor: 7th Level
Statue of Simaru/Altar of Chaos Cleric; AC 1 ; HP 40; AL CE; Spells
known: command, cure light wounds, cause
The doors to this room are locked. The doors fear, silence 15' radius, hold person, chant,
are large and reinforced. They could be prayer, dispel magic, cure serious wounds.
forced open but it will alert anyone within He wears a cloak of protection +1 over his
the room from the sounds. The key to this normal plate mail. He also carries a large
room can be located in room 2 on the body shield and a mace. He wears boots of
of the organ player. Opening the door does elvenkind and has a bag of beans (See DM
not guarantee surprise. The lock to this door Handout F). XP 920.
is black in color.
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PLAYER HANDOUT A
Ring of Pilfering
This is a thief only item. On anyone other than a thief or assassin the ring is just an ornament. But
on the hands of a thief or assassin the true benefits of this ring become apparent. The wearer of
this ring gain +3% to lock picking skill, +3 to find and remove traps skill and +1 % to pick
pocket skill.
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PLAYER HANDOUT B
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PLAYER HANDOUT C
“It holds most knowledge that has ever been said;
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PLAYER HANDOUT D
Necklace of Prayer Beads
This is a cleric only item. It has many gems on it and some are fancy gems.
The following special beads are present and can be used only once:
5. Bead of Karma - allows the user to cast his cleric spells at four levels higher for a limited
time (2-11 rounds)
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PLAYER HANDOUT E
Ring of Battle
This ring can only be used by a character who is either one of the fighter classes or is an
assassin or monk. The wearer of this ring gains plus one to hit with any weapon as well as plus
one to damage. One per day the user of this ring may go “berzerk” which means that for 2-5
rounds that player may strike double the normal amount of times. This may only take place once
per day.
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This particular bag has 8 beans in it. The beans are as follows and in the following order
(do not give this list to the player):
#1 A gelatinous cube will appear where the bean lands and begin attacking anyone or
anything in the area
#2 A small pile of gold appears where the bean lands worth 2-200 gold pieces.
#3 A small campfire appears where the bean lands with a pot of rabbit stew cooking in a pot
above the flames
#4 A skull appears where the bean lands and animates. It begins screaming and will draw a
random encounter in 1-3 rounds.
#5 A web spell effect hits the area where the bean lands
#6 A gust of wind spell effect hits the area where the bean lands
#7 A magic mouth appears on the ground where the bean lands and begins to babble
incomprehensibly about nothing.
#8 A fire elemental appears where the bean lands and will do the bidding of the person who
threw the bean for 2-11 rounds. Then it will turn on its master and begin attacking if it is
not dismissed early by the person controlling it.
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