Key:

1: Women washing clothes 2: Smith and three fire giants working at the hearth; 12,000+gp, longsword +1, chainmail +1, lots of non-magical weapons 3: Barracks converted into a temple of Bane: 5th-level cleric and 2 acolytes, platemail +1, mace +3, necklace of missiles 4: Hill giants barracks: 8 giants putting on armor, 16,000gp 5: Unstable ceiling that will collapse when door is opened 6: Pair of hill giants; 4000gp 7: Well, longsword +2 (flametongue) 8: Cell containing Porphyrys Cadorna 9: Nest of giant snakes 10: Pair of sleeping fire giants, 8300gp 11: Well decorated apartment with two hill giant guards, hidden potion of speed & 200gp 12: Guard outpost: 6th-level fighter with longsword +1 13: Scribes at work with two envoys present; 2 two-handed swords +2 14: Hall of records; some information can be found by searching for a couple of hours 15: Kitchen, gnoll overseeing human slaves 16: Armory: lots of non-magical weapons 17: Giant barracks: 4 fire giants, 16,000gp 18: Harmless-looking man: Bracers AC3, Ring of Fire Resistance, and a Wand of Lightning 19: Pack of 8 trolls 20: 4 giants arguing, 16,000gp 21: 3 giants make you guess the password (there is none); 6,000gp 22: Chamber with petrified remains, medusa 23: False Tyranthraxus with two 6th-level thieves: longsword +5, ring of protection +3, gauntlets of ogre power 24: Room with a trap door 25: Waiting room, man playing with his dagger 26: Well-furnished apartment, man in robes with a Wand of Lightning 27: Tyranthraxus When you find the women washing the clothes, speak to them in a nice manner. They can provide you with disguises. But once you are wearing the disguises, don't go exploring too much - your disguises might be ruined and then you'll never get into the inner keep. Best to explore the outer rim of the castle first and then return here for the disguises after that. If, during the course of your exploration of the castle, you happen to trigger an alarm, you will start running into frequent patrols of hill giants led by a 6th-level fighter who carries a longsword +1. Also most of the barracks (4, 10, 17) will be empty, as will the scribes' chambers (13). Oddly enough, if you leave the area to rest and recuperate, when you return the alarm will no longer be sounding and you can resume your exploration. In the temple of Bane the priest will want to give you Bane's blessing. Don't accept it - it will act as a curse on your characters. There is also an altar - don't take the money in it, you will be cursed. There are also two longswords +3, but they are evilly-aligned, so don't take them either. The guards at location 12 will slam the door and trigger an alarm when you pass if you are not in disguise. If you are in disguise, they will demand to know what you are doing. If you speak to them in a haughty tone and drop the name Tyranthraxus, he will let you pass. Trying to be sly will get you in trouble. The guards at location 6 will come out of their doorway and demand the password. You can drop Tyranthraxus' name to get by these guys too, as long as you act haughty. If you took anything from the temple of Bane (3), they will attack automatically. If you are in disguise, you can get by unmolested. If you have been in any combats when you enter area 10, there will be a bucket filled with sand propped above the door when you enter. There will also be a total of four fire giants, and they will not be sleeping. The treasure also increases to 16,300gp. If you kill the gnoll in the castle's kitchen, one of the freed slaves will give you a very important piece of information - the password into the inner keep (Rhodia). Alternatively, you can use the Knock spell to get through the gates, but you will get a lot of boulders thrown at you if you try to force them open. Then you will be in the hedge maze. The walls are made of vines with poisonous thorns. They can be cut through, but they will damage your party, perhaps even killing members. In the northwest tower is the mage Al-Hyam Dazid (the same name as the wizard in Zhentil Keep!). If you threaten to kill him he will hand over his notes (journal entry 30). If you attack him he has magical bracers, a ring, and a wand, but you won't get the journal entry. Once you make it to the center of the maze, there is a stairway going up hidden behind an illusory wall. At the top of the staircase is another staircase going down that leads to 22 and a secret door to the left that conceals a staircase that goes up to the top level. The trap door in 24 leads down to 22. Jumping down will cause damage to your group - evidently it is a ways down. The man in 26 is Tyranthraxus' general, Genheeris. If you killed the messenger in 24, he will be afraid and offer to join you against Tyranthraxus. He is as good as his word and will help you fight Tyranthraxus. Tyranthraxus lair is guarded by 12 8th-level fighters with Rings of Protection +3, two-handed swords +2, and platemail +2. This would be an excellent time to use hold person. You also may want to cast resist fire before you go down the staircase that leads to Tyranthraxus' lair. He breathes lightning, so you should spread out as much as possible. Your resist fire will help you against his fiery aura. Once he has been defeated you will be taken back to the Civilized area and be richly rewarded.