Falrinth
Falrinth is a rogue wizard of immense cunning, secret allegiances, and layered agendas. Though not officially part of the Greater Temple’s hierarchy, he is a linchpin in the Temple’s web of manipulation. He holds the Orb of Golden Death, a powerful relic tied to the Elder Elemental God—but serves Lolth, the Demon Queen of Spiders. His true ambition: to undermine the elemental cults, release Zuggtmoy, and seize control of the Temple’s arcane core.
“They fight over fire and stone while I hold the key to gods. Fools, every one of them.”
Rogue Wizard and Keeper of the Orb of Golden Death
Though not an official member of the Greater Temple, Falrinth is an important figure in the Temple's web of intrigue. A skilled and ambitious 8th-level magic-user, Falrinth operates independently, serving as both an ally and a potential liability to the Greater Temple.
Falrinth is an 8th-level magic-user, though his connection to his quasit familiar, Kriitch, allows him to function as a 9th-level caster when the familiar remains within one mile. As a servant of Lolth, the Demon Queen of Spiders, Falrinth’s ultimate loyalty lies with her dark schemes, making him a thorn in the side of both the Temple’s leadership and outside forces.
Location
Falrinth resides in Area 337 of the Temple of Elemental Evil's third level. This location connects to the Escape Tunnel, a hidden route used by bandits allied with Falrinth and Smigmal Redhand that leads to the 55. Hunting Cottage.
Role in the Temple of Elemental Evil
Falrinth lives in isolation on the third level of the Temple, his lair guarded by traps, illusions, and his quasit familiar Kriitch. He holds no official title, yet his knowledge of the Temple's deepest secrets—especially the Elemental Nodes—makes him one of its most dangerous figures.
- Holds the Orb of Golden Death, kept secret from all but Lolth and Lareth
- Guides Smigmal Redhand from the shadows as her “arcane benefactor”
- Exploits Commander Feldrin’s bandit network for secret rituals and rare components
- Co-leads Lolth’s infiltration efforts with Lareth the Beautiful, undermining both Iuz and Zuggtmoy
"They say the Elder Elemental God whispers in the dark. I’ve heard those whispers... and one day, I will whisper back."
"Every move I make is a step closer to freedom—from the Temple, from the Eye, from all of it. I’ll see them all burn before I’m bound again."
Possession of the Orb of Golden Death
Falrinth secretly possesses the Orb of Golden Death, an artifact tied to the Elder Elemental God and central to the Temple’s power. He keeps the Orb hidden from his allies and superiors, viewing it as his ultimate bargaining chip or tool for personal ascension. Falrinth keeps the Orb of Golden Death hidden in his lair, using it to:
- Experiment on the Elemental Nodes
- Disrupt the magical seals imprisoning Zuggtmoy
- Scry, ward, and manipulate Temple rituals without detection
Only Lolth, Lareth, and Kriitch are aware of his possession of the Orb.
"The Orb holds secrets even the gods fear to reveal. And now those secrets are mine to command—or destroy." - Falrinth
Leader Politics and Intrigue
Falrinth operates on the fringes of the Temple’s hierarchy, navigating its volatile power structure with cunning and deceit.
"Hedrack and his ilk think themselves untouchable, yet they dance like puppets on strings they cannot see. Strings I can cut." - Falrinth
Relationship Chart: Falrinth (579 CY)
Name | Role | Falrinth’s Strategy and Sentiment |
---|---|---|
Lolth | Patron (secret) | True master. Falrinth serves her above all others. |
Hedrack | Supreme Commander | Feigns subservience. Hopes to betray him and seize Temple power. |
Senshock | Temple Wizard | Rival. Seeks to outwit and eventually replace him. |
Smigmal Redhand | Assassin Commander | Manipulates her loyalties. She serves him unknowingly as a pawn of Lolth. |
Commander Feldrin | Logistics Commander | Uses his bandits for magical harvesting and planar experiments. Distrusts him. |
Lucius Graeme | Spymaster | Avoids direct contact. Suspects Lucius has uncovered his possession of the Orb. |
Madame Selentis (Nysera Krivaltis) | Civilian Overseer in Nulb | Wary. Her control of prisoner flows threatens his ritual plans. |
Romag | Earth Temple Prophet | Ignores. Sees him as beneath notice. |
Alrrem | Fire Temple Prophet | Sees as a blunt instrument. Might unleash him on Belsornig when convenient. |
Belsornig | Water Temple Prophet | Opposes Belsornig's expansion. Fears he may be close to locating the Orb. |
Kelno | Air Temple Prophet | Amused by his desperation. Keeps bugbear defectors from Kelno to manipulate factions. |
Lareth the Beautiful | Lolth’s Field Agent | Dangerous ally. Works closely with him but fears betrayal. Their alliance is fragile. |
Current Objectives (579 CY)
- Fully unlock Zuggtmoy’s prison using the Orb and two metallic pages of ancient script
- Usurp Senshock and become the Temple’s supreme arcane authority
- Secure control of the Elemental Nodes and repurpose them into Lolth’s domain
- Collapse alliances within the Temple, triggering civil war he can exploit
- Escape to the Underdark if compromised, bringing the Orb with him
Adventure Hooks
- "Falrinth Gets a Drink" – PCs encounter Falrinth at the Boatman’s Tavern in Nulb. He listens more than he speaks—but he’s hunting intelligence.
- "The Orb and the Rogue" – Falrinth is revealed as the possessor of the Orb. PCs must choose whether to confront, spy on, or manipulate him.
- "Falrinth’s Journal" – A tome recovered from his lair reveals his plans to use Mysterious Remnants and metallic pages to breach Zuggtmoy’s prison.
- "Escape Through the Nodes" – If pursued, Falrinth flees into the Elemental Nodes, forcing a deadly chase through collapsing realities.
Consequences If Not Stopped
- Zuggtmoy is freed with the Orb’s power
- Lolth’s cult establishes a foothold within the Temple
- Senshock is discredited, causing arcane chaos
- The Elemental Nodes destabilize, unleashing planar horrors across the Flanaess
“When the gods blink, I’ll be the only one watching.”
Treasure
3 ivory scroll tubes (50gp ea.)*: spell scroll of wall of force, spell scroll of dimension door, spell scroll of conjure minor elementals, spells croll of magic circle, spell scroll of tongues, spell scroll of dispel magic, spell scroll of hold person, spell scroll of rope trick, spell scroll of invisibility, spell scroll of mirror image, spell scroll of detect thoughts, spell scroll of detect magic, spell scroll of charm person, spell scroll of burning hands, spell scroll of find familiar, spell scroll of unseen servant
Tome of Leadership and Influence, Vaccuous Grimoire, ink for teleportation circles (100gp), powdered amber (300gp), gold dust (200gp), powdered silver (100gp), jade dust (400gp), spellbook ink (500gp), jade cup (100gp), fire opal (1,000gp)*, star ruby (2,000gp)* tiger's eye (10gp), moss agate (10gp), jasper (50gp), white pearl (100gp), pink pearl (250gp), topaz (500gp), zircon (50gp), potion of speed*, elixir of health, potion of mind reading, wand of wonder*, Orb of Golden Death, 3 iron coffers, 228ep, 310gp, 107pp, ceramic frog statue, portable shrine of Lolth (6,000gp), Falrinth's Spellbooks* mirror of mental prowess.
Falrinth's spellbooks
Each of the three scroll tubes in the cabinet (missing if Falrinth has escaped with them) contains a scroll of seven spells. This is a selection from Falrinth's spellbooks, which he can use to start new ones if necessary. The spells on these scrolls are noted with asterisks hereafter.
Quests
Quest: The Orb and the Rogue
The adventurers receive intelligence about a rogue wizard named Falrinth who operates within the Temple of Elemental Evil. Reports suggest he possesses a powerful artifact—the Orb of Golden Death—and is engaged in secretive schemes involving both the Greater Temple and the bandits in the region.
Quest: Falrinth Gets a Drink
(For party level 7)
Taverns are not only havens for adventurers but also for schemers and spies. Falrinth, a rogue wizard with tenuous ties to the Temple of Elemental Evil, occasionally ventures into the nearby village of Nulb to gather information and conduct his own shadowy investigations. His independence and secretive nature make him a wild card in the Temple’s intricate web of alliances.
Setup
If the player characters are struggling on the third level of the Temple's dungeons, this encounter provides an opportunity for roleplay, intrigue, or combat. By coincidence, the party may encounter Falrinth at the Boatman’s Tavern and Nulb Market (Area 43) during one of his rare visits to the surface.
Encounter Details
Scene Setting:
The Boatman’s Tavern is dimly lit, filled with the acrid smell of cheap ale and the river’s damp air. The locals avoid Falrinth, their glances a mix of fear and disdain. Whispers of his connection to the recent troubles circulate, but no one dares confront him directly.
This quest offers an opportunity for intrigue, roleplay, and tactical combat, allowing the adventurers to engage with one of the Temple’s most enigmatic figures in a setting far removed from the dungeon’s oppressive corridors
Quest: Falrinth's Journal
Unravel the schemes of the rogue wizard Falrinth and prevent the full restoration of the Orb of Golden Death before Zuggtmoy can be freed.
While exploring the Temple of Elemental Evil, the adventurers discover Falrinth’s journal, a tattered tome containing cryptic writings about his obsessive pursuit of the Orb of Golden Death (Yellowskull). The journal reveals that Falrinth has already obtained the gemless Orb and is now hunting for the four Elemental Power Gems, which are hidden in the Elemental Nodes.
If he succeeds in reuniting the Orb with its lost gems, he will unlock its full power and break the final seals on Zuggtmoy’s prison, allowing the Demoness of Fungi to be fully unleashed upon the world once more.
Falrinth’s Journal Entries
Entry 1: The Orb’s Incomplete Power
"At last, the golden skull is mine. Its power thrums beneath my fingers, but it is incomplete. The fool priests kept it as a hollow relic, unaware of the true strength hidden within. Without its gems, it is but a gilded shell—useless to Zuggtmoy’s cause. I must recover the missing pieces, buried deep within the Elemental Nodes."
Key Clues:
Entry 2: The First Discovery
"The first gem has been found—a gift of the earth, pulsing with its deep power. When I placed it within the Orb’s diadem, the wards shuddered, as if in recognition. A single crack in the prison’s foundation. The process works! Three more gems remain, and then the final ward shall fall."
Key Clues:
Entry 3: Entering the Elemental Nodes
"It was no simple task, but I have breached the threshold of the Nodes. The Air Caverns were first—howling winds and screaming spirits, but the gem eluded me. My minions scoured the Burrows, yet the Earth Gem alone will not suffice. I must press deeper. The Fire Pits and Water Maze remain unexplored. Somewhere within these wretched realms, the remaining gems wait for me."
Key Clues:
- Falrinth has entered the Elemental Nodes using the power of the Orb.
- He has searched the Air and Earth Nodes but has not yet found all four gems.
- He is preparing to explore the Fire Pits and Water Maze next.
Entry 4: The Final Key
"Fools! They do not understand the forces at work here! The final ward is bound to Zuggtmoy herself—only she may remove it. But I have found the means to hasten her return! I have traveled deep into the Nodes and given her the last gem. The Orb is whole again! Soon, she will open the final door with her own hand, and the world will tremble at her rebirth!"
Key Clues:
- Zuggtmoy must open the final ward herself—Falrinth cannot do it alone.
- Falrinth has delivered the last Elemental Power Gem to Zuggtmoy inside the Elemental Nodes.
- Time is critical—her release is imminent!
Primary Goals
- Recover the Orb of Golden Death: The adventurers must retrieve the Orb from Falrinth before he fully restores it.
- Stop the Final Ward from Being Broken: Zuggtmoy now has the final gem—the party must prevent her from using it to unlock her prison.
- Prevent Falrinth’s Escape: If he escapes, he will continue his mission elsewhere, possibly seeking allies among Iuz’s forces.
Secondary Goals
- Destroy the Orb of Golden Death: If all four gems are recovered, the party can attempt the ritual to destroy the Orb, though it requires extreme effort and knowledge.
- Disrupt Falrinth’s Rituals: By damaging the Elemental Nodes and disrupting their balance, the party can weaken the Orb’s power, buying time.
- Learn the Truth About the Elemental Nodes: Investigate their origins and how they are tied to Zuggtmoy’s influence.
Encounters and Challenges
1. The Hunt for the Elemental Gems
- The adventurers must delve into the Elemental Nodes to retrieve the missing Power Gems before Falrinth can claim them.
- Each Elemental Node is filled with dangers, including elemental guardians, traps, and ancient cultists still loyal to the Temple.
2. Confronting Falrinth
- Falrinth’s lair is a labyrinthine maze filled with magical traps and his quasit familiar, Kriitch.
- He will use the Orb’s powers to manipulate the environment and summon elemental creatures to hinder the party.
- If overwhelmed, he will retreat deeper into the Nodes.
3. Zuggtmoy’s Imminent Return
- If all four gems are restored, Zuggtmoy will begin breaking the final ward.
- The adventurers must destroy the last gem before she completes the ritual.
- If she succeeds, she will manifest in her weakened form, forcing the party into a desperate battle.
Rewards
- Magical artifacts and wealth recovered from Falrinth’s lair.
- Vital intelligence about the Temple of Elemental Evil and its ongoing schemes.
- Experience and renown for preventing Zuggtmoy’s return.
Consequences of Failure
- If Falrinth restores the Orb, Zuggtmoy will break free, unleashing chaos and destruction.
- If Falrinth escapes, he may seek allies in Iuz’s court to continue his work.
- If the adventurers use the Orb carelessly, they may fall under Zuggtmoy’s influence.
Summary
This revised quest now fully aligns with the canonical lore of the Orb of Golden Death. Instead of the “Mysterious Remnants”, the adventurers are hunting the Elemental Power Gems, which are key to unlocking Zuggtmoy’s prison. The stakes are higher than ever, as Falrinth is dangerously close to completing his goal.
Integrating Lolth, Lareth, and Falrinth into the Temple of Elemental Evil's Structure
Lolth’s Influence on the Temple of Elemental Evil
Lolth, the Demon Queen of Spiders, has a vested interest in ensuring that the Temple of Elemental Evil never rises to its full potential. Her motivation is rooted in past betrayals by House Eilservs of the Dark Elves Drow, who abandoned her worship in favor of the Elder Elemental God. While she opposes the Temple's leadership, she is careful to work from the shadows, using spies and agents to manipulate events in her favor.
- Key Motivation: Ensuring that the Temple remains divided and never achieves its true potential.
- Methodology: Infiltration, subterfuge, and the use of key operatives such as Lareth the Beautiful and Falrinth.
- Artifact of Power: Lolth possesses the key to the Elder Elemental God's prison, making her one of the few beings capable of deciding the fate of this mysterious entity.
Zuggtmoy’s Secret Control Over the Temple’s Clerics
The clerics and priests of the Temple believe they are praying to the Elder Elemental God, but in truth, their divine powers and spells are granted by Zuggtmoy, the Demon Queen of Fungi. The Abyss itself acts as a conduit for chaotic power, allowing Zuggtmoy to masquerade as the Elder Elemental God without the priests realizing the deception.
- Key Deception: The Temple’s priests believe they serve the Elder Elemental God, but their power actually comes from Zuggtmoy.
- Reason: Zuggtmoy is imprisoned within the Temple and needs the cult to continue worshiping her to gain strength.
- Implication: If the truth were revealed, it could lead to massive schisms within the Temple's leadership.
Lareth the Beautiful – Lolth’s Hidden Pawn
Lareth the Beautiful is one of Lolth’s most promising agents. He controls the Moathouse, a stronghold designed to recruit new members to the Temple. However, his ultimate goal is to rise within the Temple’s ranks and convert it into a force that serves Lolth rather than Zuggtmoy.
- Role: Lolth’s primary infiltrator within the Temple's ranks.
- Long-Term Goal: To seize control of the Temple and redirect it toward the worship of Lolth.
- Secret Powerbase: The Moathouse, where he gathers forces loyal to him while feeding selective information back to Hedrack.
Falrinth – The Sorcerer in Service to Lolth
Falrinth is an 8th-level magic-user with a quasit familiar named Kriitch, which allows him to function as a 9th-level caster when nearby. As a secretive and ambitious figure, he serves Lolth but is ultimately self-interested, willing to betray her if it serves his purposes.
- Role: A powerful sorcerer acting as a spy and potential saboteur within the Temple.
- True Allegiance: Lolth, though he harbors personal ambitions that may lead to betrayal.
- Key Objective: Investigating the elemental nodes of the Temple on behalf of Lolth, while keeping much of his research hidden from both the Temple’s leadership and his own goddess.
Final Implications
Potential Conflict: If Lolth’s agents gain too much power, the Temple may split into warring factions—those still loyal to Zuggtmoy and those who turn toward Lolth.
Adventurer Hooks
- Discovering Falrinth’s hidden research on the elemental nodes.
- Exposing Lareth’s double-dealings and secret connections to the drow.
- Preventing or enabling Lolth’s ultimate plan to co-opt the Temple.

"The Nodes are not prisons; they are gateways. Those who master them will rule both this world and the next." - Falrinth
Base of Power: Area 337, Level Three, Temple of Elemental Evil
Deity Allegiance: Secretly devoted to Lolth, not the Elder Elemental God
Falrinth
Level 8 Magic-User (Level 9 with familiar)- AC 3 (bracers of defense), MV 12"
- hp 27, #AT 1, D 2-5, MR 25 %; XP 4024
- S10 117 W 10 D 17 Co 15 Ch 12
Kriitch
- AC 2, MV 15 ", HD 3, hp 16
- #AT 3, D 1-2/1-2/1-4, SA claw poison (save or lose 1 point Dexterity for 2-12 rounds)
- fear blast once per day (30' radius)
- SD 25% MR, regenerate 1 hp/round, hit only by iron or magic weapons,
- immune to cold, fire, and lightning; XP 373
"Quiet, Kriitch. Let them think they’re unseen. It makes the moment I strike all the sweeter."Falrinth's memorized spells are:
- Level 1: burning hands, charm person, comprehend languages, detect magic, find familiar, jump, message, unseen servant
- Level 2: arcane lock, continual light, darkness, detect thoughts, levitate, hold person, invisibility, mirror image, rope trick, Tasha's hideous laughter, Nystul's magic aura
- Level 3: clairvoyance, fireball, glyph of warding, lightning bolt, magic circle, tongues, water breathing
- Level 4: arcane eye, conjure minor elementals, dimension door, phantasmal killer
- Level 5: contact other plane, teleportation circle, wall of force,
Orb of Golden Death
Orb of Golden DeathQuests
In room 338 is Paida, the kidnapped woman described in “Bringing Hommlet to Life” and have her call to the PCs for help, with Falrinth's spell broken.Personality and Strategy
- Calculated and cruel – Uses knowledge as a weapon. Rarely takes direct action.
- Duplicitous – Feigns cooperation with the Temple while pursuing his own goals.
- Arcane obsessed – Seeks to harness the Nodes to create a planar dominion of his own.
- Master of escape – Never fights on equal footing; always keeps a route open.
Key Abilities and Magical Arsenal
Familiar:
- Kriitch, a quasit who can shift into a giant centipede form, spy, deliver poison, and terrorize enemies
Magical Arsenal:
- Orb of Golden Death
- Bracers of Defense, Wand of Wonder, Ring of Spell Storing
- Spellbooks with dozens of utility, deception, and elemental spells
- Traps and wards in Area 337 and 338, designed to delay or kill intruders
Tactics:
- Casts Mirror Image, Wall of Force, and Dimension Door before combat
- Escapes using Teleportation Circle or the Escape Tunnel
- If forced to fight, summons Elementals, Quasits, or uses Phantasmal Killer
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