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D E '!;IGN ERS · :>I' A R T D I RECTO R •
E I re L. Bo YD. RD G U ENWOOD. CHI.ISTOPHEI ... KATE I t wIN
L I NDSAY. SU N K R.EYNOLDS ., ~ ,
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D E V EL OPM E ~ T
BIll Su vlcsn
AND E DIT I}lG"-.
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CO V E R A R T IST
M ICH AE L K OMAI CI:
I N T E RI O R A RT IS TS
, F R EEL A 1'\CE MA SAG ER THOM AS M. B AX A.. STEVEN B EU.EDlN.
E D Cox. R ALF H H 0 1SL ET. R.ON SPENCEI..
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GWENDOLYN P .M. K ESTl EL
. BETH lI.on .
E D IT ING MA ~AGE R CARTOGRAP HE RS
K IM M OHA.N
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llOBEI.T L AZ,z..U ETTI. D EmrIS KAUTH .
D ESIG }l .M A N"AGE R G RA P HIC DESI G!I" ERS
C RIlSTOPHEI. P EnINS KATi. IiwlN. Nla: IsAAC. M ICHAEL M ARTIN
PR OD U CTI O N M A XA G ER S
STACY LoNGSTlEET J OSH F JSCHU . R ANDALL C REWS • .c .
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Based on the cnginal D\!NGT.os s & DRAr.oNs rules created by E. Gary Gn:;u and D a ve
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A n le li()ll and the n ew D IJNGEONS & DRAG()N~
game designed by Jon atha n Tweet. Monte Cook. Skip Wil liams, Richard Baker, and Peter Adkison. ..
This product ur.es updated material from the v3S revision. • ....
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Contents
l nt r od un io n
Th.. Ci ly
.
. ,
..... .. 4 2. Slugg.rd Sen uypoSI.
J. Slugg . rd GUardpo SI .
.. .51
...n
C rra lur...
PI: l and ing Zon..
..
_.. ..
124
124
ThO' City and . h.. Dung.." n . 5 4, H. ll o f M.ny Pillar• . ... 53 P2: CUlld Slalion . . 124
A<!v<,n lUrr n in lh .. Ci ly
Pow .... Wu llh ,a nJ AUlhori l y.
.
•7 5 Hall " fSh'lI.. eed Mir ro rs.
(,. Mim i ( '~ L.a. rd.. r .... 54 " Pl: BarricaJ.. . ....
P4: Ca.....r n Portal .
••
. ..
124
124
Hab slr r's Call. , .. , .. , .. ", ... , .. 7 7_Ch.srn of rh.. Mad M. g e , S' PS, Suging Arra . . . .. 125
8. Dl.d Wal er Corridor. P6; R..ady, S"I , o; ..! .. .. . 125
Cha pte r I: Undrr mou n ta i n ........ il• . . . . . . . . .9
Wh.f' , hr M'n 'on) . . . . . . . . . . . . . . . . 9
\I. Cu o. in of Darkn.. ss. 5' " P9-; O~x lyn's L.a.ir. . . . . .. 125
Crr"'ng ch.. Illusion of [),ou i[ ,. 10
10. Th.. Hung ry F.(.. ss Dr ..prr 00f'SC:.. n1 • _. . •• . 140
I I. Th .. I.ibrar ium _ 55 DwarfT"mpJ.. . . . _. .140
Thr l ockout Syll..m . . \0
Random Encccr uer s II
12. Gar.. w.y 10 rh.. Forese Kingdom ss 1l<'1kram'~ To mb 141
13. F.lling Starr _•..•. 50 TI : Sfafuary . . 141
Halam f ' Ruk~ . . . . . . . . . . . 11 14. Soulhfon Pon. l. . . . 50 T2:Th"Cr.ndSlair . .141
UndnlnOlJ n ui n", FKlLon!>. . 11
I S Chok.. r Coendors .. 50 H : Foyrr. . . . . . . _ 142
Agrm. of , h.. Eft' . . . . .12
1(,. Charnber cf rh.. ,xr..]] ... 50 H eM..lai,kyn Tomb . .141
Churc h of Lovi.m r .. .12
17. SIOrt'wom 50 IS : 11'. All C lf'.r . . . . .141
Ch un:hofShar ... 12
18. Wh ifrhrlm Tomb Tnp .. 50 T6: Sli mrJ Ag.i n l fa l.... Tomb I). . .I H
HaIaSl"' "' H..us B 19. Crypr: of Shi .. IJ~. .. ,57 T7 anJ Ti l : Lr-rnng Guardians , IH
sltull. ofskul1por1 . . . . .I l 20. Whi r..n.,!m SUlU<' .........•. S7 T8 and Tl2' PUTln.: alion Ch.m~,. . . 144
M inor h n i<>ns ... 14
21. 'I' bi l"b ..lm Mau.al..um .. S7 T9 andTl 4:H.lloiAkO\o'n. . 144
l:mu ncff . oo l xin . . . . . . 14
22. Wh it"h..!m Tomb ... · . oS7 Tl O:Guardians Tr (Fal Tomb 2) 144
Physical Lmb . . . . . . . . 14
Co nc lus ion . . . S7 TH: Porlal Pu sage 14-4
Poru l•............ ".. .. IS
11 5: Il<'lkram's To mb . . _.145
Th O' Levels ofund..rmounum . . 16 Chaptrt J: C ry p t of Y"ldoon 12
Botlom of Ihe Shaf" Firr Thai Crawl• . 14S
Th.. U~r Uwl._ I I> BKkgTOlJnd. . . . . . . . . . . .. ,Il l
Co nc[ u.ion . . 14S
n ..Dttp ltwlo. . 1& R. ndo m Encounlrrs •• .114
Th.. Dirk tt....I. . . . . 1& Orh.. r Th rt·' I ~ . ..Ii " Chap.". s: Thr Mu 156
ThO' Gaum l.., Ilfolow 1(, Ad.....nlUrr Hooks . .. ,R7 Background. . _ 1 S6
Sub k ....I A' Find ing th.. C!')'pl •• ,1l11 n,.. Mal.. !.nor! .. 157
Th.. Ciu d..l of t hr Bloody H. nd . . 1.. Q ui..1 Zon~ . .. ,Il ll R......rGny murk . . . 1S7
1.<' [ I :T1l.. Dung...,n l.rwl 18 Dopprlg. nger Camp . ... ,li ll "dvrl1lu~ Hooks ' 57
1.<- [ 1, TlI" SlOrr room Lrv,,1 .10 Wh al I h .. Dop pdg. ngers Know ..• .89 m.. M ino laur Latr 1S7
If. 1 J:Th" SU S"urh 1.<-....1 ..• 11 W hal Th" Dop pc-Igang ..... s.-IL .. ••• .119 Ml M' nof a" r Shor.. . ..•. l SI<
Sub l".....1 B; The Shafl . . .11 Wh al Ih.. Dop pdg. ng..rs Buy . . ..• .90 M 2: Cryslal Ch. mbrr . . . 160
1.<-.....14, Th" Farm 1.<-....1 .. . . .11 Hall of the Black H..lm . .. . .. ,90 M J: Thron .. Roo m. . . . . . 160
Sub l" "l C: Th.. W yllow wood . .n Dr e psP'IWn Terr uor v . .. ,90 M4, M1I1<luur Embank ment . _ 160
Suhl ,,1 0 : Th.. Lost 1.<-.....1. . .. .1> I . He lrnwerch .. . ,90 Afl..rwo,d. . . . . . .161
Sub levrl E: Trcbnand's Gra.....ynd . . .26 2. Mo rta red Rubble . . . . . . . .92 Fid..lio, Prologu..: A Paladin Cu rsrd . .161
Subl 1F:Th.. s llIh ..r, wl mp ... .17 3 Cbarober of F[oali n" Pillars. . 92 fid ..lio. Qu<'St I: H ..lm ..d Hor ro r . .161
Sub! 1(; : M u i ra l'~ Gaun rl..r .. 29 4.Grim lock Haven . . 92 Fid,·lio. Qu ..St II: Annis H . g . . 1"2
Suh l" ,,1H: Trogl"Jyw Waru n, . .29 S. Owarven I..bor. ,H fid ..!io . Que'l l ll: Umher Hu lk Lair . .1(,2
Suble "I I: Th.. o b.u rl .. Cou rse. . .H s W..n.nt ..d Dro'" · .. 93 Oro", O Ul po>t : Kyorlam .hin. 184
Subl 1J; M.dJIl"lh', I......r l, ., . .. 29 7. c.rawl~r . nd Thkkm i" . . . ,H H,,,,,~ T. norTha l . 184
Subl 1K: rh .. Cry, r. l l..byr inl h .. , .. 30 8 Hukurus's I.air . . . ,94- C, plllr.. o.l! . lll6
Subl..vrll.: Arclu riad, ",m, .. 30 9 . Cr.",ler l!a rchery . . Rand"'n Bncounters.. 186
Subl.......1 11.1 : v anr .kd,",m .. . Jl Cryplof'Y,,] do on ... ,9," 0 1: ellardpml . .11l7
10, Slimy skel..ton s
.".
L l s: Th .. M u .. 1........1 . . . .32 · .. 9~ 02: Drow Pri ..'le....' . .11<7
1. 16: n, .. S...d....p•. . , 12 11. GU'lI-Ji.ns of Ih.. Tomb OJ : Hi gh Pr i"' I"" . . . . .187
L 17:Th" C. v..rn. of Oo l.. . H 11. Crypt Ch amber . 04 sla..." F. rm . . IS7
Su b!".....l ~ : Th" Run.. m>n" 1." .....1. . . .. 33 Cr y pl Afl..rm.rh . . . . ,9 " OS. l.o ll h T..mpl.. . .11l7
1.r.....18: Th.. Trrm inu. L..vrl , . . . . .n G" ni ng 10 Belkrs m's r.n . .. . .. 9" Th .. Ru n..sron .. I........l. IllS
Subl.......IO Shadowd u,k Hold . . . .H R.ndom Enccun t..rs. 1119
C h. pt" ' 4: Bdkram'. ra il .. ... . . . .. . 11 2
1.<- 1\I: Th.. M.d Wiurd·. L.a.ir l~ Ru n.."on.. Ch. mhrr . . 190
Advenru re Hooks .....11l
Hav..n. in Ih .. 0 ....1'5 .. . J6 Rl Sloragrand Bedchamber 190
Finding Belkrams F.ll .10
MurkSlo n... . .36 R2: I.or.. Cave .. 19'0
SpidNba " n, . .11l
Th .. Prom..naJ .. of rh.. lbrk Maid..n .'\6 R3' F[.m... ku lJ. .. 1\11
K"ySi le•. . . . . . . . .114
Skullpor l ... .... .... .37 R4: Cry.ta l Co nltol .. 1\1\
E>:ploring Be l kram'~ Fall
Spid..rha n/ Und..rha n ..
Wo rmb.arrow. .•. .•..... .••.
.3\1
.3\1
Gu.rdi.nsof Ih" Upprr Terra ( e _ '"
.119
Using Ih.. Runrslo n" . .
Th .. Twi" ..d RUM . . . . . . .
.. 192
193
CSI :Th... B.III ..m" nt . . ... 120
2: Th .. Ad""nIUI"<' B<'gin' •• • • . . • ••• • • . • • • •• .40
B.(kgrou nd . . . . . . . . . . . .•..••..•.. . .. .40
CS2 : Th .. Yard
CS J: Th e Call..ry
.... 120
,,. Apprnd il: : M ag ic and Mon Sl.. n
Cro wn Adamam
214
.. 214
Yawni ng PorIal lnn .... ... .... ... .41 GS4: Th .. B. Tnl( ks M. g ic h em. .. 21S
i:n...mm. uf Ih" Em!')' \\'.. 11 ....... .47 ess, offic" r"sQuaners ...
GS(,: lI.rsrna l .nJ Slo~room _.
'"
'" Spr ll. . . . . . . . . . . . _.2IS
Rand om ElKounl.." .. .SO
Dungron Level 1.oo:allon Descnpnons .52 Th.. cilaJ.. I . . '" Mo n' I" "
BrbolJerkin. Errba]] Swum
. 220
.. 220
I .Em!')'W..1l .52 Sk"l..u [ Sc . ffolJ . . . '"
'" Mrc:o nid Venom Sporr . . 221
Introduction THE EN COUNTER FORMAT
Th is ca mpa ig n adve nt ure uses rhe new en cou nter for mar for
Underm cu nrain . The nam e con ju res images of sprawli ng
prese nting e nco unters rh ro ug bour Under mou ntain. Eve ry
dungeoncr awls, fantastic adventu res, i nsidious monsters, and
encou nter in th e ad ventu re is presented as a o ne" or two-
wondrous treasures. OriginaBypresented as a huge (rell/ly huge)
page un it contain ing th e in formatio n necessary to run the
adven t ure for t he Fl)RG(1lT ~ 1' R LA LM S campa ign setting, t his
enco un ter, incl ud ing IhE- situano n and how il might develop,
expedu io n r resenls Unde rmo unrain as a g rand adven turi ng
stans ncs for mo nsters and n aps, a nd a keyed map of the
areafor any DU:-lCl'o ss& DR....c oes campatgn. Underrnounram
encou nter area that ca n easily be rra nslared 10 a ban le g rid
contains nine main levels and more than twent y sublevels.
Of 0 &0 Dlmgeon nlt i fo r use with D& D .\ lima tllrf5.
co nnec ting to mort" e xte nsive d ungeo ns and caverns, and
No IWO e ncou nters provid e e xac tly t he same kind of
ultimately to t he Unde rda rk. In o rhe rwords, Un de rmoun tai n
in fo r mati o n. Eac h o ne is tailo red 10 acco unt for the eve nt it
is j U51 100 big (0 fully derail in an y single volume.
descnbes. If another part of rbe ad vent ure shou ld be refe r-
Instead , rhis ca mpaign adventure nears Undermou mam
e nced whe n runni ng a par nc ular en counter, th e app ropriate
as an u nex plo red unde rgrou nd regio n, a ne w realm th at can
page refe rence is also included.
att rac t c ha rac te rs fo r mo nths or even years (as i n th e case of
man y ncnplayer c ha racte rs, o r NPCs) of game lime. II pro-
vid es rbe plots, power groups, an d 10Te to en able a Dun geon
M aster ( DM) to de rail ;lny co rn er of Un der moun tai n , ro
Th is adventure is intended for use in any Du scrc»,s &
create a vjbrant long- term adve nture setti ng- rhe ulti ma te
D R.....;o M game. It ca n be dropped into any sett ing. You can
du ngeon crawlrhar feels realtsnc , excinng, an d dangerous.
use rhe en tire sprawl of Under mou ntain, or you ca n use
Th e e ncoun ters presented in rht s book are designed 10
select pa rts of Ih,' massfve d ungeo n ro tell a specific story,
lake a party of playe r characters from 1st level to 9th or 10th
Th e modular approach to rhe design allo ws you ro cusro mi ze
level . If The c haract ers in you r campa ig n are al read y high e r
t he ad ventu re 10 meet yo ur spe cific needs.
th an l SI leve l, it's snll possible 10 gel a lot of play value OUI
You need the r/aycri IlallJ book (PH), Dungam ."'lasfCT's Gludt
of th is advent ure.
(DMG), and .\ fonsltr Ma mla l (.\1M ) 10 make be st use of t h is
Under mou ntain snrs ben eath a large citv in your ca mpaig n
material.
world . I n rhe F(l RC,O n l::"I R !:"' lM~ c ampa ign , Undermo un rain
Th roughout this book, superscript abbrevianons are often
stre tches th rou g ho ut rhe bowels of \X'ate rdeep, t he famed
used 10 de note game elemen ts and o the r materials that appear
met ropo lis o n rhe Sword Coast. In your game, it ca n ex tsr
in cert ain supplemen ts. Th ese suppleme nts and t heir abbre via-
benearh any large cily yo u want, lo ng k now n in rumor and
tion s art' as fol lows: Cha mpions of Ruin (Co R), CIt yo!SplCl1 JO rs:
legend o r ne wly dis covered and wair ing 10 be e xplored.
Warm lu p (CoS), Completc AJwn turcr (CAd), Complete Divine
'Ib ,' missions and possrbihnes are end less.This book br ings
(C D), CO'"l'k U ,\j 'lgr (C M), Complete Wa rrior (C W ), Draco-
Under mo um am to life - m ake it your ow n !
REALMSLORE: WATERDEEP day se rves the living as a gree n, pleasant pa rk-e-and is locke d
Wate rdee p is primari ly a human city with the best nat ural u p at night du e to ha unti ngs.
harb or on th e Sword Coas t. The harbor a nd much of the city The c ity's so uth end is occup ied by anot he r two dist rict s.
are s helte red from sto rms howling acros s the Sea of Swords by So uth Ward , in scut heas te m rnost Waterdeep, is dominated
the soa ring ra mpart of Mount Waterdeep. by wareh ou sing, stabling, and caravan-eq uipping bus inesse s,
The c ity is divide d into "wa rds" (districts) . The no rthw est- and is hom e to ma ny poo r Iabo re-s. Dock Ward lies to its
emmost is Se a Ward, by far the wealt hiest part of Waterdeep. wes t, boun d ing th e north and east sides of the harb o r. It's
It' s crowded with the palatial residences of "o ld money" the fishing , naval shipping. a nd noto riousl y lawless "se edy"
no bles , th e gra ndes t sho ps , and great te mples. Adventure rs end of Wate rdeep , where the smells and sq ua lor are greatest,
might find pat ron s in Sea Ward . but c an expec t to be followe d dru nken sailors brawl. a nd viole nce a nd st ree t crime a re mos t
by the cit y Watch at a ll times. No rt h Ward, the nor th eas tern - co mmo n.
mo st city d ist rict, is a lmost as we althy as Sea Ward , an d is It's been s aid Wate rdee p's true religion is making mo ney. No
ho me to most no bles whose villas a ren' t in Sea Ward. It' s official faith dominates, a nd almost all are to lerated or (in the
also where the majorit y of wea lthy but non -no ble ware rd- case of evilo r op pressive de ities) wo rsh iped in secr et. Temples
havia ns dwell, a nd is dom inated by gra ndio se "new mon ey" and private sh rines are found throughout t he city, and in Trades
ma ns ion s. Ward soars t he all-faiths towe r known as "the Plinth," serving
waterdee p's ce nter ho lds three d istric ts . Castle Ward. the as a grand te mple for allfaiths that lack the ir own ho ly building.
civic heart of t he city, wraps a round the landward s ide of It's wher e "clerics for hu e" are mos t like ly to be fo und .
Mount Warerd eep and cont ains Castl e Wate rdeep , Pierge iron 's Ma ny of the names assoc iated wit h Waterdeep are used
Palace, and the great o pen market place known s imply as "the throu gho ut t his adven ture 10 refer to a ce rtain place o r a certain
Mar ket.- Directlye aSI of C.a stle Ward is Trades Ward, the city's par t of the city that stands above the grea t dungeon . Fee l free to
bustling hear t of shopkee ping and artisa ns ' - finewo rk." It use o r cha nge these nam es as you like. to suit the city you have
wraps around the City of the Dead, a walled ceme tery that by chosen to serve Ihis role in your Undermo untain ad venture.
,wmlCOIl (Dra), Epic Lcvd HlHldbook (El H), Expanded Pstcutcs jostle 10 make or keep for tun es. Feel free to place Under-
Handbook (EPH), Faith s and p'lIlll!t'om (FP), fiend Folio (ff), mountain benea th any large, wealthy, seapor t/trade city in
f O R(;,.m E1'o R EALMS ClIlnf\ lIgll Srllillg (FR), HeroesofHorror(H H), your campaign.
lr bm MorIn (1 M), Lo rds of M"d'lm (10 M), Losf Empiff5 ofFIlt'Tlm
(l E), M,'gic of fllrrlm (Mag), Mrni llturrs f Illndbook (M H), MomlIT
THE CITY AND THE DUNGEON
,\ lllnulII II (M M 1), ,\ I(1I151t r MlI"ll til UI (M M 3), Mom ter .1,.11111uIII
A long-ago sagt' once said, "There is no ciry wit hout Under-
IV (M M 4), r lllytr's GUide to f l1erun (PC) , rJaytT's Hllndbook II
moun tain, and no Undermoumam without the ci ty.~Thecit y
(PH 2). Rllw ofS1 olle(RS), S,.,..UCom,.,.. I1Jium (SC),Tomeof BaltIc
and the sprawling dungeon ben eath ir have influenced each
(ToB),Tomf of ,\ Itlglc (ToM),and Urldm/ lirn (Und).
other greatly, and con tinue to do so to the current day.
The people of the city hear endless ru mors and gossip
THIS ADVENT URE AND THE (usually fabric ated or wildly exaggerated) about going s-on
FORGOTTEN REALMS in Underm ounr etn. and rhere's a steady Ilow of rshady trade"
No one can deny the strong con nect ion between Under- between Sku llport (; subterra nean town nestled between
mountain and the FO RCO TTE"l R EAL\.IS campaign serring. Srill, rhe cit y above and Undermou nratn below) and the city.This
we've endeavored 10 make the legend of UnJermou ntain shady trade includes illicil good s such as poisons and slaves,
more un tversal so thai it can be used in any D&D gam e, In and legal goods moved th rough Undermountain to avoid
the pages that follow, we've Included occasional sidebars that guild resmcnons. raxes. and th e notice ofthe authorities and
add bits of history and Poacorrrv R EALM S lore conc e rni ng trade rivals. Neither the Walch nor the City Guard patrols
Undermournain. Use these sidebars for flavor, 10 bet ter use Undermounrai n.
th is adventure in a N.l RCOTTE N R EAl MS game, or 10 just gain Ci ty and du ngeon affect each other because of the man y
a richer u nders tand ing of the dungeon depth s. connections between them. The best kn own con nection is
the dry well, a sha ft descend ing from th e common room of
the Yawnin g Portal Inn to the Dun geon Levelbelow.The inn
----,-_:------:-_ _..,.-Il:::I.E...C.I. has at least t\1110 lesser-kn ow n links to Unde rmou ntain- a
The city above Undermou main is a bustl ing, cos mopoli tan, water-filled well and a secret door in its cellars .
mercantile crossroads where I raders, shopkeepers, crafrwo rk- O ther physical connections between the ciry and Under-
ers. nobles, sailors,and laborers of almost all intelligent races mounta in are known to the genera l public only by man y
and sell gear and trophies broug ht back
fro m the dun geon. Countless bu sine sses
th roughout the city deal in such trade.
l odging: For short (and usually noisy)
stays, rooms can be rente d in most festhalls.
Every ward has in ns, at vario us levels of
price and service, and rooms can be had
for the week, mon th, or seaso n. Creen glade
Tower is a large, popular, and d ean roo m-
ing house in No rt h Ward, Sapphire
House is an "upmarket" Castle
Wn d inn and rooming ho use ,
and The House of Purple Silks
in Sea Ward is a q uiet . discreet,
and luxurious fesrhal! that rents
roo ms by rhe night or wee k.
Di vine M agical Aid : Ad-
venturers can find clerics at the
pli nth (Trades Wardland in
temples across rhe cily,
and they can seek our
vtst n ng ou rlander
priests ar temporary
shrines set up in
SoUTh Ward ware-
ho uses e t dawn
and dusk.
Arcane M agical
Aid: W izards are most
cheaply hired at rhe Tower
of the order (Castle Ward),
headquarters ofthe Watch -
fu l order. A more
ex p ens ive sp e ll-
caster is th e tall ,
vain , jewel-adorned
Tessala r Hul icorm (a well-liked wizard know ledge-
Tour jri""dly IVafe/}
able about Unde rmountatn). More expensive still
is the magical assistance available at Blacksraff Tower
colorful stories, The City Guard, the Palace (workplace of city
(Castle Ward),
bu reaucrat s and civic workers), and the Watchful Order of
Magtst s and Protectors (the wizard s' guild of the city) know Sages: Adventu rers have tradition ally dis cu ssed Under-
locations and details of most major pathways.The city's adven- mountain at the Yawning Porta l In n (for rhe pr ice of dr inks
ture rs and sages agree th at there are many lesser-known ways or a meal ), but rece ntly have ta ken to visiti ng {he Great
Library in the Font of Knowledge in Castle Ward , where
up and dow n, some fcrgo nen bUI most controlled an d kept
{he city's fiercely independent sages gathe r daily to research .
sec re t by a few indiv iduals, a family , a merchant cabal, or by
nob les and g uilds. Savant Sandrew the Wi se of the tem ple charges a 10% tax
on all inquir ies co nduc ted in t he libr ary, which now hosts
an info rmal daily "Council of Sages," The reclusive sage
ADVENTURERS IN THE CITY Haerun Mhammaster is also an expert on Undermou ntain;
II's said everythi ng can be found, bo ugh t. and sold in rhe ask direction s to h is nearby house in th e Elfsto ne Tavern
city above Unde rmo u ntain. The saying isn't an exaggeration , (Castle Ward ).
thoug h what is Iru ly available ar any given lime is subject to M ercenaries : Seek Blazidon One-Eye (a bu rly, sca rred,
the normal wh ims ofsupply and demand. serm ren red veteran fighte r who 's always arm ed to th e teeth)
Advenrurers in tent on exp loring Unde rmou nrain typically in Virg in's Squa re by day (where caravan masters and citizens
need 10 proc ure lodgings, healing and spirt rual aid. magical loo kin g to htre mercenaries know 10 find him), and making
aid. sages, mercenaries and hirelings, and they nee d 10 buy [he rounds ofcity in ns and taverns by night, where he busily
befriend s potential "htreswords" to serve as gua rds. Hi s fee var y wide ly in wealth and real in fluence (some are nearly
is a copper piece per person hi red, and he br ings cl ien ts coinless: others comma nd fabulous wealth or mercanti le
and ln reswords together to negotia te in a little room off the empires), and are most able to afford strange hobbies, inter-
taproom of the Bowels of the Earth tavern (Trades Ward). ests, and d iversion s (such as sponsoring adventu rers 10
He also provides exacting and correc t directions to an y cit y explore Underrnounrain ).
build ing south of the Market, for a fee- and for a high er fee The vast major ity ofpeople in the city are laborers,working
will identify safe routes to reach desired locations. for shopkee pers, merchan t caravan and sh ipp ing companies,
Blandon's main competitor is a jovial retired h tresword or arrisan gu ilds.
name d Filiare. owner and keeper of the In n of the Dri pp ing Investors, en treptene urs, and swi nd lers are drawn to the
Dagger (Trades WarJ ).which is a favored home and dri n king city in droves , seeking wealth . So are the starvi ng, the poor,
spot for mercenaries. Filiate is well-loved as a kind , consid- and the desperate, many of whom see rhe ciry as a place so
erate host who lowers prices by a cop per or two for folks ric h th ai surely a few coins will fall their way.
down on their luck. As a sideline, he sells used weapons and Money shouts in the city, where street urchins and beggars
armor (often given to h im in lieu of payment by coin-shy earn coins by watching strangers, adventurers,and specific per-
warriors). sons and reporting back 10 their palrons abour what they see.
Hirelings: Willing guides [0 Und...rmou ntain usually can't All adven turers and obvious visitors must be wary of the
be found , and adventurers shou ld be suspicious of anyone Watch. These armed . armore d, and well-trai ned lawkeepers
claiming to offer such services. The city's guilds, vi rgin's usually patrol th e streets in quarters, but whe n expecting
Square. and the Market are the best places to seek skilled trouble can be eight or a doze n strong, accompanied by
hirelings. Ope nly asking for assassins , poisoners, or even Watch fu l O rder wizard s and carry ing horns to quickly
"alchemists" is likely to result in bei ng spied on by those summon reinforcements. The people mighr not love th e
report ing to the Watch. Watch, bur they trust in and obey it.
Buying and Sell ing Gear: Aside from the aforementioned
Dripping Dagger, South Ward and Dock Ward offer many
"su nd ries" shops (rradmg in secondhand items) that buy and _....,........,-------:-tiALASIIR'S CA U
sell used rope, armo r, sh ields, helms, boots. belts, baldrics, Just after dawn, a long, roll ing ear thquake shakes the city
and all man ner ofgloves. awake. Cracks appear in walls and crockery rat tles, but no
Selling Dungeon Finds: Gems and mone tar y treasu re build ings collapse.
are best "ban ked" with a moneylender such as Min (h is Uproar ensues. Eart hquakes are almost u nheard ofin the
well-guarded Castle Ward mansion overlooks the barber) city. Rumors of disaster-soon race th rough the streets, fueled
or sold to the heart y Bah horr Olas kos (Balthorr's Rare and by the anguish ofpeople across rhe city whose heads 611 with
Wondrous Treasures, Castle Ward). sharp. sudden mental visions of a screami ng bearded man
Information can be sold to sages(who pay a few silver coins whose eyes blaze with rage, sorrow,and swimming stars. The
at most), and nobles or other adventurers mig ht be will ing vision s shifr into scenes of pillars cracking and tu mbling,
to pay for maps. ceili ngs collapsing in caverns and dark rooms, and surging
O ther item s art" best sold to a fence (a dealer in stolen or explosions ofblce-whitc sparks. These tides of fearsome force
shady goods), of wh ich the city has man y. Adventurers usu- leave ma ny who receive the visions gasping on their knee s,
ally end up at the Undcrdark Tavern in Trades Ward , asking unharm ed but overwhelmed by th e sensation ofgreat magi-
for Luet h (a "dealing name" used by many traders). cal forces crashi ng th rough them. Repeatedl y rhe screaming
face ret urn s, with feelin gs of strong despair, of something
left un finished-a nd swept away in grear loss and ruin .
POWER, WEALTH , A N D AUTHORITY Wh ar has happened? A few wizards across rhe city who
life in the city is a never-end ing struggle for rich es and
shared the distu rbi ng visions recognize the screami ng face
influence. Nobles. ruling lords,gu ilds, laborers, traders, mer-
as that of Halaster Blackcloak, the infamous -Mad Mage of
chants, church officia ls, and lawbreakers alike participate (to
Unde rrnouruam."
varying degree s) in this constant str uggle.
Soon everyone knows that something terrible has happened
Most people in the city know that Undermoun rain lies
in Underm ou ntain. There's an u nknown but exceedi ngly
beneath rhe cit y. They have heard stones that it con tai ns a
dark doom approaching the city and the massive dungeon
lawlessrrading-rown known as Skullport, the Port ofShadow,
benearh it, and Halaster is very upset about it.
where monsters roam the stree ts trading in poisons, de ad ly
spells, and kidna pped citizens.
The cit y is nom inal ly ruled by a cou ncil ofl ords wh o pass
laws, command the cily'ssoldiery (rhe Guard) and police (the REALM SLORE: EVENT DATE
Walch), and sir in judgme nt in legal disputes. If you want to use this adventure in a FOit GO lTEN R EA,l IolS cam-
!o.hny people, especi ally among the gu ilds, believe the paign, then the earthquake occurs just after a bright dawn on
the last day of Eleint in the 'fear of Risen Elflo: in (1175 DR)_
true rulers ofthe city are rhe emrenched noble families.The
nobles have rheir own intern al feuds and ru les of etiquette ,
Th ose- who have experie nced the visio ns ca n't SlOp t h in k- understandable only 10 those wh o examine, po nder. and
ing of Undermo unta in, of wal k ing t h roug h trs c ha mbers, of co m pare e xpe rienc es wit h orhers. T his disaster lakes the
find in g br ightly glo wi ng tre asures. T hey yea rn to go there . for m ofa convergence ofpowe rfu l arca ne power mov ing in
to answer Halaste r's u rgen t call. ljnde r mounrain awaits . i n slow, ine xorable unison wirh Under moun tain. Thi s arcane
desperate need. Something dow n there mu st be rep aired, o r power moves into th e same physical space as t he d ungeon
renewed , or resc ued. Halasrer wa nrs so met h ing do ne Il(IW, Halaster has overseen. guarded. strengt hened, a nd modtfied
somet h ing vitaI. A te r ri ble ca lam ity must be se t right, o r fo r so lo ng, ( H is vis ions convey no t h ing of the nat ure ofthis
greate r doo m wi ll sure ly co me. arca ne power, or th e why an d ho w of its movem e nt .} Sinc e
That n ight , wi zards , sorc ere rs, a scatte ri ng of adve ntur- Undermouruain literally glows wit h n ume rous wards and
ers, and orhcrs acro ss the land drea m of Undermoun rain countless localized spells, an expl osive collision of th ese
and a sc rea mi ng Halaster. Th ey all fe el a yearning to e nter magics with t he approaching a rc ane pow er woul d re sult in
t he in famou s, legendar y d ungeo n a nd do "someth mg t hat the colla pst' a nd destrucrton of most of Under mou nlain- in
mu st be do ne." No one q uill' k now s what that so me th ing is, rum ca usi ng rhe d ry above ro fa ll into t he vast d u ngeo n
bUI many mom enta rily m ind-glimpse stra nge sub te r ranean benearh. ki lling thousand s u po n thousands.
roo ms, we ird item s, and a rushing Hataster st r uggl ing to Halasrer started to cast a great magical ritua l (a complex
acco mplish various tasks. sequence of spe lls) 10 sh ield Unde r mo un tatn fro m th ese co l-
Th rou gho ut th e land. on the morning after the ea rt hquake. lisi on s. Somet hi ng went d readfu lly wrong.
wizards, sages, and all so ns ofadven tu rers start pack ing.T he H alaster was i nci ne rated and h is so ul sha tte red into
t rek to Undermoumam has beg un. hu nd reds of frag rneru s. h urled th roughout the lan d .Th ese
soul-sha rds we re drawn to t hose with ties 10 a rc an e pow e r
FOR THE DUNGEON MASTER and Unde r mc unta m . filli ng t he ir mi nds wit h visio ns
The peopl e affect ed by t he visio ns incl ude th e se possessed and a st ro ng co mpul sio n \ 0 en ter Und e r mo un rat n and
of arcane po wer (wizards an d so rcere rs), as we ll as their restore it.
longti me partners, compan io ns and descendants, and those A DM can t herefo re send vision s and a beckon ing to t he
possessing magi c ite ms or oth er o bjects tha t have come from dunge on to an y adventu rer wh o to uches so mething tha i
Und e r rnou ntai n. So me who experie nce the vis io ns m ig ht came from Under mo unrain, has bee n ro rhe dungeon be fo re
nOI be aware rhar rhev have so me co nnec tio n 10 th e in fam ou s o r is related 10 so meo ne wh o has been, and to anyone with
d ungeon , for who k nows th e t ru e story of eve ry so uve nir arca ne ma g ica l abili ty, Th e visions ca n suggest adven t ures,
handed down fro m g ran dfath er 10 fat he r 10 so n? show du nge on places a nd feat ures,o r se-rve 10 provide hints,
Halavter foresa w doom ap proac hing, a di saster he co m- manipulate. e ncou rage, an d o rhcrwise lure Pes 10 rhts
mu nica ted and warned of in t he vis io ns t hai are fully gra nd adven ture.
-
• xprdrlioM to Ul1dtrrnOlmtain presents an edve nrure
campaign designed 10 cover a number of levels"of _..,..,......lCLJ..U}j.W,W,:.I,.I.JJ....L!JJi.o:-l~.u.IJ~.i..
. Although the Pe s are free to'wender rhroog h Undermoun-
play. The campaign and the stories you tell unfold
lain as th ey would an y dungeon, you are encouraged to
• In the context of a massive dungeon crawl. A du n-
send them on mission-based quest sinto the Underha lls.
geon of thi s size requir es the usc' of several tact ics to' shape - .
Eac!t'S ,dr·contained mission provides a clear sense of
and contain th e campaign -to ~ma n a·ge able size. You must
accomplishment and d ividesthe massive area into digest-
cr eate th e illus ion of detai l and endless possibiliti;es wh ile
Ible ch unks, Most Undermoumem m ission$" involve
con str ain ing the silt' and scope of the adventure. Mi ssion-
recovery, discovery, or POWf't struggles, alth ough orber
based explorat ion gives th e pe s dis tinct goals to accompltsli .
the mes ate possible.
'part from aiml ess wandering, while ta ndom eI1(:ounters · .
- Recovery mi ssions requi re t he pe s to fin d
allow you [0 uuroduce new missions and ne'!V -faction s tha t
someth in g (or so meo ne) and bri ng It back out of
SpUt new paths to plot development and adventu~t..! Undermou ntai n . The target migh t be a k idnap
Most of thi~ open ing cha pter co nsists of descrtptlons of vtctlrn, '\oa stolen magic item, the body or a fallen"
the m:l:ny levels of th e dungeon. Only a few of these levels, -- no bl e, or a Ieng-Iost t:rarmIl y h err
- Ioom. A twis - t on
however, art" treated in detail. The rest are left rela tjvE~y vague ... h i f - - - h b h -d hi
.. . • t IS type 0 mis sion rrng t e to I e some t mg
and un documented lOr two pri ncip al reasons. First, even a . U d - h - -
tn n erm ou m am were II won t ever e rourt ,
be f d
book the stze of tht s one canocebope to cover every-section
- I h h- f d - -
sue as t e co rpse 0 a mur er VI[(Im, a prrsoner,
-
. of Unde rmounrain.Lnsread. we concentrare on the leve s rhar d mee tc t A .. d
are important to the adve ntu re that unfolds in the~ pages. or a.curslE' ~a~ lc llhem . recodver y mlS_~lo~ ""
h f h d be ~ tl .h nctrnvotve setzmg t e targena aegerous mpmro
Seco nd, r e rest 0 t e ungeo n com es yours to 0 w~t llie depths 10 a prearran ged rendezvous with an
asyou ,;re llI-crNteyour ow n sto ry line and ex lerKi it ifltO . h br f h u d __L k d -
m a tta nt 0 t e n eruar to exec ute a Ira e IS
the-oth er par ts of the compl..x to gtve vou and y players h - f h I f - -
'd - - I h f - - d fun anor er vartanr (I t e same c ass 0 mrssron,
untoId au mona cu rs 0 excnemem an .
Discovery missions usually require the PCs to explore a as having an o rnately car ved pillar and the PCs unexpect -
finite section of Under moun tain for a specific purpose. For ed ly expend several Search checks while examining it,
example. they might be hired by a merch ant consor tium to consider rewarding them by noting that rhey observe some
explore what lies beyond a portal and see ifil migh t serve as a mysterious dried. putrescent slime in the carvi ngs about
secret storage warehouse. Or their ))<llton might bebya secre- a foot above the floor. In so do ing , you reward th eir use of
tivecult seeking a likely location ro esrabltsh a hidden shr ine. their skills wuho ur having to plan for every eventuality,The
Likew ise, they cou ld be hired to explore a newly d iscovered key to such recurring themes is to eventually reward th e
area of Undermounta in and loot il of any treasures before pes with the "answer." In this case. when th e PCs finally
other adventurers or monster s stumble upon the region. bail ie the rnetalmasrer and its gobli n masters, make sure
Power strugg les pit the PCs agains t a faction based in to describe th e giant slugltke creatur e as leaving th e now-
Undermountain. They might be the hired agents of a par- familiar putrescent slime in irs wake as it moves to attack.
ticular group, or they might inadvertently stumble into the Thi s has th e effect of rewarding the pe s for unra velin g the
power snuggle and be forced to choose sides. They mighl mystery and giving them a sense of accomplish ment .
seek 10 track a hostile group's agents back 10 their lair and
escape wnh rhe localion of their base, or they mtgbt try 10
wipeout an enure faction through a brazen attack on a hidden
T H E LOCKOUT SYSTEM
O ne of the challenges ofa mission-based approach to explor-
stronghold. The Pes might also attempt to instigate a war
ing Undermou ntain is that youcannot possibly prepare every
between two factions based in Undermounrain in orde r to
door or side corridor for the eventu ality th at the PCs might
serve the interests of a third group based in the city above.
wander (or be chased) through n.There are m<lny method s by
which you can constrain th e Pes' exploration. However, it is
CREATING T HE ILLUSION OF DETAIL important to usc-each method sparingly in order to maintain
In a du ngeon as vast as Undermou nt am , you can not pos- the illusion of choice.
sibly make every room unique and filled wit h all manner One approach is to physically block the PCs from pro-
of detail. For on-the-fly dungeon dre ssing, consult th e ceedi ng. For example, doors might be locked (mag ically or
Dun geon Ter rain section of th e Vlll1geoll Masler's Guide, physically), aftershocks from th e eart hquake tha r rocked
pages 59-67. Undermountain following Halaster's death might cause
In addinon, prepare several recurring th emes that can a cave-in. or an unseen trap mtgbt drop a stone block in
be sprinkled into any room in which some random bit of th e corridor. In order to make this type of approach more
dungeon dressing catches the attention of the PCs. For palatable, Iry to include a key (literal or otherw ise) later in
example, on the first (Dungeon) level of Undermounrain. the dungeon th ai allows the PCs 10 retrace their steps and
rhe PCs should regularly encounter small patche s of dried explore rhe blocked region afrer you have had a chance to
slime. (This detritus is the result of rhe Slugga rd goblin prepart".
tribe herd ing a metalmasrer'" through th e dungeon in Asecond approach is 10 scare the PCsfrom proceeding fur-
search of precious metals} As such, if you de scribe a room ther.The simplest way to accomplish this means of blocking
passage is to allow the PCs to catch a glimpse of a powerful
monster (such as a beholder or a purple worm) up ahead. As
Although the Mad Mage of Unde rmount ain is dead, many
long as the monster is clearly out of the ir league, most PCs
of Halasrer'sstric tures on the exploration of the Underhalls
are content to move in a different direction and rerum later.
are still in place. While there are many wards protecting
A less heavy-handed version of thi s approach is 10 allow a
rhe Unde rhalls, two in parti cular are of importa nce to
prior experience ro color the PCs' percepti ons. For example,
adventurers.
if the PCs encountered a deadly dungeon hazard (such as
First, Halaster has wrapped Undermountain in a teleport
green slime) in the past, then small drops on the dungeon
cage. Effectively, this prevents the controlled use of spells
floor up ahead might deter furt her investigation. Likew ise,
and spell-like abilities from the relepor tatlon subschool of
Halaster always delighted in traps (both real and false). If
magic to move users within, into, or out of Under mounta in.
one doorframe glowing with magic runes un leashed a dead ly
Portals, however;connn ue 10 work. See Halaller's teleport cage
blasl of lightn ing before. a second doorframe with similar
in rhe append ix (page 2t9) for furl her details.
ru nes is likely to inspire rhe PCs 10 seek an alternate route.
Second, Halaster has enclosed the place in a lCryi ng cage,
A third approach is to magically change th e topog raphy
Effectively, this prevents the use of spells and spell-like
of the dungeon . For example, a doorway on the lefl side of
abilities from the scrying subschool of magic to scry with in,
the map leading west might actua lly serve as a portal to a
into, or out of Unde rmoun rain. It also prevents the use of
doorway on the ng hr side of the map leading east. If rh ts sort
spells and spell-like abtluies from rhe divination school ro
of change is done discreetly, the Pes might nor even realize
peer through solid barrie rs, such as walls, doors, floors, or
th at they have reentered the portion of the dungeon that you
ceilings. Sending such spells through keyholes and the like
have de lailed , If nl'cessary, mechanisms such as Halaster's
does \\.'Or1.. See Halallrr's scrymg cage in the appendix (page
d rifting portal variant (see Appe ndix 2) allow you to insert
219) for furthe r details.
a new portal into the dungeon as needed,Similarly, Halasrer
created "Infimre corri dors: wh ich are simply corridors that
stretch in length for creatures not bearing the appro priate
UN DERMOUNTAIN'S
key. While il is possible 10 see rhe destination, the characters
can walk for hours and never reach rhe other end.
_ _ _ __ _FAC"[[illlS
Many beings have modified, lived in, fought over, and
explored Undermountain th roughout the centuries. Halasrer
and his three senior apprennces (Trobriand, Muiral, and
Like any wilderness region, Undermountain has a self-con- Arctur ia) were for many years the dominant faction in Under-
tained ecology that includes countless creatures, large and mounta in, but factions rise and factions fall.
small. As in an unexplored wilderne ss, the PCs are like ly to Time brings change, and Underm oumai n's dangers keep
encounter creatures un related to the mission at hand who many facn ons (such as most deity-worshipers who have
are simply passing through th e same corridor or cha mber as established enclaves in Undermoun rain) minor in scope.
the PCs. In th e cast' of Undermounta in, almost any kind of Other groups flourish in th e wider world and might have
creature can be en count ered since, for centuries, Halaster some specific interests in Skullport , but aren't numerou s
has deliber ately stocked the Undcrhalls with a menagerie or organ ized enough within Under-mountain to truly form
of exotic monsters. However, the PCs are just as likely to it faction. Monsters (such as beholders) who lair with a few
encount er other arme d groups (including deep-dwelling servitors aren't fact ions unl ess they ally themse lves with
humanoids such as drow or duergar, other advenrurtng other powerful monste rs, or build strong forces.
bands, or undead agents), or dungeon scavengers (such as Moreover, groups th at have th e reach to step boldly into
oozes, oryughs, and carrion crawlers) as they are to cha nce struggles for control ofleve ls of Under mountain might have
across Halaster's pets. no mreresr at all in doing so, This can change in a moment,
You can place Of her kinds of random encounters in the path part icu larly if a OM warns to li nk exploration in Under-
of the PCs as well. For example, the Underhalls are littered moun tain with previous events and established PC foes in
with the corpses offall en explorers, trems dropped in haste an ongoing campaign,
or separated from their owners by Halaster's magic traps, and Currently active factions in Undermountai n include th e
mysterious runes inscr ibed in the walls, floors, and ceilings. groups describe d below,
These work best if they lead to new missions or introduce
new factions.
Finally, you are encouraged ro come up wnh "random
rooms" that can be placed as needed in rhe dept hs of
Undermountam.
AGENTS OF THE EYE collec t "passage IOUS" from all traders, adventu rers, and
The Xanarhar (LE advanced 33 HD elder orb' v" sorcerer wo rshipers of var io us faith s e nteri ng and moving th rough
12, always atte nded by swarms of lurking str anglers'?" a nd the Dungeon Level , rhe Storeroo m Level. and the Sarga uth
eyeba ll beh otd erki n'w), also known as rhe Eye, is pa ranoid, Level. T he Eye int e nds 10 cage and sell so me monsters, and
prefe rr i ng ( 0 work excl usively t h roug h int e rmediaries. It co n fine o th ers to he un leashed as defensive weapo ns agains t
views humanoids as slaves, bu t Interrogates t he m to learn intruders, maki ng "up pe r Unde rmo u ntain" and the sewe rs
anyt hing il can use. II is the city's most powerfu l and suc- Irs firmly r u led domain.
cessful beholder, having ehrni nared every rival eye tyrant To ach ieve Ih is goa l, Agents sk ulk in t hese levels, pounci ng
and destroyed or J riven into hidi ng all beholders of Unde r- o n lo ne o r injured individua ls to ens lave them, and carefully
mounrain who had dealings in Sku llport. the city, and the watchi ng t he move me nts an d doi ngs of st rong groups.
levels between. II now controls much of the cuv's slave
trade and smuggli ng operations. and it is rivaled only by the
s hadow Thieves in its dominan ce of perry thieving in rhe
CHURCH OF LOVIATAR
Th e ch urc h of Lovia rar e njoys ever-g rowi ng su pport amon g
cilY. Th e Eye is served by a large g roup of age nts, known in
the more decadent cily nobdnv tn orablv House Ant eos and
Undermou nt ain as th e Agents of the Eye a nd in the city as
Ho use H us tee m), T hough so me nobles th ri ll et bui ldi ng
the Xanaehar Thi eves' Gu ild .
hidden person al cha pe ls in their villas, wealthy merch ants
1Ot' Agt"nts are all neu t1"31evil ,chaotic evil. or lawful evil.and
are respo nding in great nu mbers to t he whispers of allu ringly
cons ist of 133 h umans, 72 half-orcs, 64 haHlmgs, 36 dwarves, 25
clad priestesses, and are being gui ded dow n into the recen tly
half-elves.and some elves,grsomes, and oth ers (mainly figh ters,
establ ishe d House of Pain temple on the Dungeo n level of
rog ues, sorcerers, wizar ds, or experts). They have base s in t he
Under moun rain. Fou nded se ven years ago, t he te mple is
~1'Wt"~ of th t" d ry (small refuges hid den be hind secret doors
g ua rded by t he orcs of the Gr in ni ng Sk ull tribe, and fauhfu l
in sewer wa llsl and a large base in Skul lport. and they control
fro m t he cily reg ularl y visi t n for irs "rr ue rituals of pa in."
mu ch of Undermou ntain's Sargauth Level.
T he ch urc h now co ns ists of ove r 150 neu tral evil. law ful
Import ant members include Ahm aergo t he ' Hom ed Dwarf"
evi l, and lawful ne utra l worshipe rs: 140 h u man s plus a
(LE male dwarffigh ter 9);Avat"reene (l E fema le hu man wizard
ha nd ful of o the r races , led by H igh Whi pm asler Hl ethvagt
12),a beaunful.cruel.a nd skilled mage and slace r who leads th e
An teo s (LE male h um an cleric 10), a far lit tle man who enjoys
Eye's snatch-and-grcb kid napping agents, th e Hand , in ca ptu r-
i nfl icti ng pain a nd staying rich . He avoids danger. and is
ing pore nttal slaves in th e seam ier wards of t he city by nig br:
always surro und ed by bodyg uards. Yolanda "Yola" Sha mar
Shind ia Darkeves (C E half-drow el f rog ue 9); Orlpar Hu steem
(N [ fe male h u man cleric 5/ maiden of pai nl'G 4).
(C E malt: huma n aristoc rat I/ rog ue 6), a bored, th rill-seeki ng,
Anteo s has co ni rol led the Long Dar k Sta ir (see Entrances
c unning nob le,who provides spices, scents, wines, and d rugs 10
and Exits, page t 4) for nea rly t wo d ecades. He sees th e u pper
jaded you ng fellow nobililY; Slink Monteskor (CE male huma n
t wo ma in level s of Undermou ntai n as righ tfu lly h is, and is
exper t t 2), Randulaith of Mirabar (N E mal e human wizard
c urr entl y prevailing upon th e new worshipers to fu nd hi s
9), a valued spy and gua rdi an of the lair of th e Eye; Cols ran
hiring ofad vent urer s and mercena rie s to fig ht Agents of th e
Rhuul (LE male human cleric 11), a haughty, cold, patient, and
Eye over co ntrol ofth e northwestern Dungeon Level, around
calculati ng sche mer, Avaereen e's second-in-com mand in the
th e temple, and t hl' Storeroom Lt'\'('1 directly beneath it.
Hand , au Steeltces (N E male dwa rf rogue 5/fighter 4); and
Sian Thurbcl (e E mall' h uma n flgh lt'r ':I).
As th e Agt'nl s gro w in number, th e Eye i ncreasingly with- CHURCH OF SHAR
dr aws be hi nd mult iple laver s of mouthpieces, bur secretly The ch urch of the Dark Maid en is dominated by Lord Vanrak
prob es even lh e lowli est potential new Agent. Agt'nts (who Moon st ur, wh o, from the temple he founded in th e sub level
pay 3UO gp 10 join, and monthly d ues of 6U gp) must de mon- of Unde r mo untain k nown as Vanrakdoom, seeks to dest roy
st rate their ru t hlessne ss and obed ienc e in a test of loya lty
(usually, kil lin g o r selli ng i nto slavery an associ ate Of family
me mbe r) before the pa rano id Eye will accrpl t he m Inro its
REAlMSLORE:
inner circle.
I n Sk ullpon. rhe Agents work to di scred it, kill, or at least
SHAR, THE DARK GODDESS
In t he FOR[,QTTEN R EALMS ca mpaign selling, Shar is the god -
hamper me mbers and bus iness co ntacts of th e Shadow Thi eves, dess of night. sorrow, toss , d ungeo ns , and cave rns. She is
and they w arch for adve nturing bands who ca n be manipulated the da rk siste r of Selune the moo n god des s, and co-mo ther
in to unwi ttingly furt hering the Eye's slaving and smuggl ing of Mysl ra, the god dess of magic. Neut ral evil in o utlook and
sc hemes, a nd fo r Independe nt sorcere rs and wizards t he Eye alignmen t, Sha r hales he r sister a nd daugh ter and wishes to
reclaim eve rything in c re ation (or her own, making it eternally
ca n e mploy to ulnmarely smas h rhe Shadow Th ieves. da rk and de spa iring. He r symbol is a btack circle s urround ed
In wider Undermoun ratn , rhe Age nt s see k to ach ieve real by a bo rde r of da rk violet .
co ntrol ove r rbe up pe rmosl t h ree mai n levels, to in fu t ure
his surv iving kin (the noble Moon star family) and the House
of the Moon (the city's rernple of Selune),thereby put ting
all of the city under the sway of Shar. He then intend s
to use the resources of the city to work toward the
destruction of the goddess Selune herself
The undead Van rak is assembling a krint h( c~ arm y
to simultaneouslyassault the Sehr nue temple and hunt
down and slay his kin . His Sharrans devote th emselves
to buildin g power in the City, bur the Darkweavers
(sorcerers) among them keep watch over intruders int o
Under mouritain's Farm Level and all creatures on the
Maze Level. and will lead temple d ergy fort h to attack
intruders they set' as th reats-c-or as sources ofslaves,
magic,or monetary treasure rhe temple can use, Such
forays have aln·ady brought them into con flict with
the drow and the illuhids of'Ch'Chnl, and will soon
lead to clashes with the beholder cabal dom inated
by Xaun graul and the rebuilding forresof Misker
the Eye Tyrant.
Details of Vanra k, the temple, and the
shamns who in habi t it appear loner in th is
chapter; see page 'I.
HALASTER'S HEIRS
.. •
LEVEL 2:
This level (dep icted in part in the map at left) is slightly less
interesting in physical design than th e Dungeon Level, with
fewer, larger rooms, and mote walls, floors, and ceilings fash-
ioned ou t of solid smooth stone. Rather than being finished
by the Melairbode dwarves, it wasa labyrinth of minin g tun -
nels th at wandere d through the rock wherever the ore-veins
rheywere following went, and large, rough caverns where rhe
dwarves dumped the waste rock of thetr delvtngs.
Halaster and his apprennces expanded the abandoned
dwarve n delves lnro larger and more orderly cha mbers to
house their stores of daily supplies, their collections of inter-
esting uems and magical ingredients. and in which to conduct
their many experiments.They teltporltd waste rock out Into
rhe sea to be rid of them , or used them up by working the
rubble wuh spells into a smooth concrete of sorts, sculpting
pillar s, smooth walls, rounded staircases, and chutes.
Some of the resu h tng chambers o n th is level are amo ng
Ihe largest worked rooms (as opposed 10 natu ral cave rns )
known anyw here in the world. They are often mis taken
for temple-s by exp loring adven tu rers. and some have been Underrnountatn's rh trd level is named for the River Sergaurh.
brie fly used as such, but tht"y were ori ginally fashione d to a slow, inky-water river that begins at one massivewater-portal
give Halaste r roo m to cas t large and powe rful spell s. work and ends in another,
on the corpses or spell-immobil ized bod ies of dragons Skul lport . also kn own as th e Port of Shadow, and the
and other gigant ic creatu res, and to assemble the largest Promenade of the Dark Maiden are descri bed extensively
of const ructs, in a later section of this chapter (see page 36).
As he sh ifted hi s work elsewhere, Halaster filled muc h of The Lair of the Eyt" is one of two fortified bases maintained
thi s levelwith prowling monsters, both for the enrerrain rnent by a beh older k nown vartouvly as till" Eye and the Xanathar .
he derived from watch ing beasts hunt . fight, and devour each (The other base, in the sewers ofth e city, is link ed to th is lair
other or intruders, and [ 0 dis courage anyone fro m set tling by a keyed portal.) l'hl' lair isa network ofrooms and passages
into room s he mig ht want to USl' again on short not ice"The opening off a dock on the River Sargaut h far from the many
Mad Mage brought th e monsters in through porta ls of his prying eyes in Skullpcrt. Any adventurers approaching irwil]
crealion, at least some of which remain opt"n and the source be seen from afar by hidden eyeball behol derkin (see page
of a stream of new creatures. As a result , many adventurers 220) serving as sentinels, who rush away to give warn ing on
have died on rhtslevel, exploring blindly beyond the extent first sight ofi ntruders.
of any maps they've pu rcha sed or d rawn 10 beco me over- The Eye (LE advanced 33 HlJ elder orbl " sorcerer 12) is
whelmed by monsters they can't handle , an ancient, wri nk led , and extremely paranoid beholder. It
The Doom gate is a two-way, Invisible, always-active never ventures out of its lairs, preferring 10 work exclusively
portal link between a mud-filled room on th is level and the th rough intermed iaries dwelli ng in rhe cily above, The Eye
Carne lian Cavern on the Sargcurh Level. The reeking mud is attende d at all limes by swar ms oflu rking stra nglers and
contains both the Fallen (more than a dozen human cor pses, beholde rktn that spy for it. fetch and carry for it, and fighr
the roni ng remains of un fortunate adventu rers),and vario us to prol ect tr or guard irs basrv escapes; th is beholder has no
mud-dwelling monsters: the Carnelian Cavern is a monster- interest whatsoever in fighling anyth ing d irectly (and pos-
hau nted abandoned cla n Melairk yn carnelian mine . sibly suffenng even the slightest harm).
The Eye controls an exte nsive slaving ope ratio n in the Hund red s of side tu nnels gape in the walls of the sha ft.
Port of Shadow, rivaled rhere in thi s trade on ly by Zsrul kk Most lead to former dwarf dwell ing-chambe rs or the long ,
Ssarmn (a male yua n-ri abomination cleri c 5) and the shadow rough tun nelsof abandoned dwarf mines. Con sidered a vern-
Thieve s. cal sublevelot Undermountain by many sages. Belkram's Fall
In rhe last decade, the Eye has aggress ively sought 10 connects all the major layers between the Sargauth Level and
do minate sm ugg ling operations in Skullport, in pa rt icular (he Term inus Level, an d many of the sublev els between.
th e landward trade (carried on by drew-led ca ravans fro m For a ti me , certain elves dwelling in th e city took to co n-
th e Und erdark). It d id so by destroyi ng or taki ng over th e struc ting th eir ow n safehol ds (refuges and storage cache s) in
ne tw ork of sm ugg ling agents established by a rival be holder, ext radime nsional spaces or cha mbers surrounded by solid
M isker the Eye Tyran t (see Sublevel E, page 26). The Eye stone in un kn own locations, bur mag ically lmked rhrough
has ruth lessly and patien tly ext ended its control over all portals to speci fic spo ts (ofte n marked by ni che s, symbols
beholders in Undermoum ain , forci ng those who refused 10 graven into the roc k, or shallow cave mou ths) on th e walls
bow to irs rule ro flee into the Underdark or 10 rhe su rface. of the sha ft. Many of the elves have since peri shed. leaving
The Eye views all hu ma no ids as slaves for the raking.a lways their h idden lairs as dungeons awaiting anyone who happens
interrogating captives to learn al l rhar m ight be turned to its tosru mbleupon the way to access them . (A OM can use these
advantage. It slays only if it must . safeholds to readil y int rod uce an y small created dungeon or
Spiderhaven, a town of Lolth-worshiping draw and their published adventure labyrinth inro play_)
derro and goblin slaves, now shares a cavern wi th the gnome
outpost of Underhaven. The gnome s have hastily called on
k in elsewhere for rem forcemenrs and are armi ng th em selves
and fortifyinR and tra p-adorni ng th eir ho mes, preparing for vual to life in Unde rmoun tain as a food and water-cleansing
the inevitable str uggle against th e drow to come. Th is cavern sou rce, this fourth level of the dun geon is a series of huge
cont ains the top ofthe titanic sha ft known as Belkrarn's Fall natural caverns cram med wi th farm s no su rface dweller
(see Ch apter 4). would recogni ze. Halasrer's m igh tiest magics (huge, always-
Halaster toyed with the idea of un leashi ng magica lly aug- act ive por tals) bring the River Sargau th here from deep in
me nted sp ide rs that wou ld serve him as spies and turn on rhe Underdar k, and take it from here to the Sargauth Level
the drow If he ever needed to quic kly crush rhem. At least above (on ly to rake its wate rs from there back to the dista nt
two magic ally sealed caverns near Sptde rhaven are crammed Un derda rk). Aquatic creatu res fam iliar w irh bo th th is It vel
with sp ide rs in stasis (140 per cavern), which are actually of Undermcuntain and the one above it know whe re to
su rges tra n sform ed. into spider form . They reta in all the access several drainage tubes from the Sargauth level, so as
characrerisncs (statistics) of their su rge form whe n awak- to be able to travel at will be twe en the two levels. Predat or y
ened . Halaster intended them to act like arach nids whe never mon sters lur k near the ou tlets of two of these tubes, but the
the y were near drow, morphing back into surge form only other rwo of'l." n into the h igh roofs of cavern s crowded wit h
at hi s com mand-but th ey take su rge form and boil fort h ta ll, treelik e fungi roo ted in soft OOI.e , where chasing prey
to m ack anyone dist u rbing them (touch ing or destroying a can be diffi cu lt- and on e predator can easily become the
single suc h spide r awakens all th e rest in the same cave), and meal of another .
then spread out th roug h th e du ngeon in a hungry swar m. Th e broad, sweeping curves of the River of the Depths are
navigable by barges and lin k all of the vast farm-cavern s. A
few fish, aqua tic sn akes, and skum lurk in their water s, but
SUBLEVEL B: THE SHAFT the sk um tend to visit only for short per iods , riding rhe river
Thi s vast vert k al shaft has become be rrer known as Belkram's
portal back up into the Sargau rh Level and dwell ing there,
Fall for th e un fortu nate dwarf wh o d iscovered it. 11 formed
beca use its waters on th is level are so foul.
nat urally, as a lava tube, but was en larged. by the dwarves of
The processes of growt h and decay make the fungi -crowded
c lan Melairkyn. The y smoothed th e sha ft's sides, reinforced
farm caverns hot , damp, and stro ng-smellmg. with a varil."ty
the stone in a few spots with mithral bracing to prevent
ofcompe ting scen ts that most humans find nause ating (and
cr acked inner faces of the shaft fro m bre aki ng away and fall-
rhar overwhelm creatu res th at tr ack prey by smell ). Molds
ing, and Installed ma ny winches and pulleys up and dow n
and mush roo m like fung i grow with astonish ing speed in
the shaft so as to move rnith ral fro m the lowe r m ines up to
these caverns, the air is thick w ith spores, and (than ks to the
th e higher level s.
keen atte ntion of th e farmers) almost every thing growi ng
Ulnmately. the sha ft proved their doom. Drew invaders
her e is edible and not poisonous. However, eating too m uch
levitated up the sh aft from the dep ths to atta ck the heart
of any of these fu ngi can bri ng abou t violent nausea, hallu -
of Mela irbode, precipitating th e gradual fall of the dwarf
cinatio ns tha t can cause fatal behavior in (h is mons ter-rich
hold.
environ ment, and paralysis, which can easily be fatal. The
bones of hu nd reds of adventurers he hidde n unde r fu ngi that
are inhabited by advanced otyugh s in conditions similar
to the Rat Hill s (the city's sprawling and notorious garbage
dum p in habited by rats, scavenging mongrelfolk" , and even
beho lders).
Sources of abundant good food are scarce un derground,
so the farm-caverns have always been heavily guarded.
Halaster and the drow have placed fearsome monsters here
as guardians, includ ing death tyra nts' '', advanced nagas with
many sorcerer levels (some of whom command dozens of
nagarhas......"),dragon run le sorcerers, darktentacles..." ", and
bloodhu lk crushers'?".
There is ;I luge, eerily dark lake at one en d of the level,
dubbed Ichorwater by a forgotten adventu rer, but k nown as
8100110 its kuo-toa in habitant s. Aquatic deepspawn'" spew
out hundreds of bone6ns, the blind but staring leathery
white fish of the Underdark dept hs (named for their hue;they
have soft, edible hones and are nou rishing, if oily in taste).
Th is fish factory is vital to the surv ival and prosperity of the
kuo -toa in Undermou ntain (wu hout it, they ....-ould starve or
be forced to retreat along the Sargaulh to the Seacaves and
OUI into the open sea). so they guard it vigilantly against all
food-raiders. Ichorwater's depths are full offish dung, rotting
dead fish, and the kuo -roas' greatest guardia n: an advanced
30 H D kuo-toa leviath an"- .
A nameless rock stack rises in the midd le of the lake.
formin g an island heaped deeply with du ng, carrion. and
other romng refuse th at showers dow n continually through
long, twisting garbage shafts from Skullport. An advanced 18
HD otyu gh flour ishe-s in the midst of Its quivering, noisome
filrh.
suffocated them and then ate away .11 everything they wore
or carried except metal, stone, and bone (the fungi wo rk on
metal and bone, 100, but very slowly).This is why gemstones, SUBLEVEL C: THE WYLLOWWOOD
worn O f carried here by u nfortu nate victims, are the most Thi s levelwas rediscovered when the waters of the River Sar-
commonly found treasure on the Farm Level. gauth ate th rough a band of sofr rock and plun ged through
The farm caverns are home to giant slugs, myconids M M " the sin khole thus created, to flood a string of natural caverns
gnawing worm s (purple and otherwise), and many stra nge, that had been abandoned by the dwarves early in the history
slithering monsters that eat the slimes, algae, and fungi. of Melatrbode, after frequen t rockfalls had sealed them off
The mvcoruds and other trudgin g and scampe ring mon sters repeatedly. Halasrer noticed and set about devising ways for
(slaves of th e drow, ebolerh, and other races of the Realms the water to find its way out again , so a tributary of the Sar-
Below) tend the growing plants byclawing out ever-changing gaurh flowed th rough the caverns, bur th ey were no longer
irr igation ditch es in soft muck, and then seeding one sort entir ely flooded .
of mold or fungu s with another to spur fantas tically swi ft One of Halasrer's minor apprentices, Launs ar Hendrake,
growth. asked the Mad Mage if he could use the caverns for his magi-
The slimes, fung i, and algae produced here ser ve as food cal research and experimentation.The Mad Mage (seeing this
for Skullport and settlements in the Underdark. Halaster first as a good way 10 test Hend rake's ambitions and capabilities)
established rhe farm s, and his porta ls have always wh isked agreed.
water and thei r produce to what one adventure r called "feed~ Hend rake was then serving Halaster as a fetch-and-carry
bin"rooms throughout Undermountain-c-the watering holes erra nd-ru n ner and agent in the cilY and us surrounding
where resident monsters come to feed and prowling predators lands. Wh ile on a mission, he met a young elf woman named
lur k. Wyllow. Hendrake wed Wyllow and brought her back to
Privies all over Undermo u nu in are rinsed by mag ically Undermou ntatn. The re, she soon began fO pine for green
pumped or redirected WOller into min iatu re porta ls th at growing things. winds. and the sun. So Hend rake, with
transport their contents to the farms. These dun g-heaps Halaster's assistance, created the Wyllowwood in the cav-
ems Halaster had given him, a th rivin g su bterranea n forest of the city and use its wealth and peop le to visit destruction
nourished by sun light, winds, and rain brought to it through on other port s up and dow n the coast. Thei r pre su mp rion
a massive porta l in the cavern ceiling. Halaster was pleased iniri all y amused Halasrer, and he let them bui ld, destroying
with Hendrake's drive and attentio n 10 deta il that made th e on ly those wh o despoiled any pari of th e Wyllowwood. The
natural cycles of life in rhe forest work, and he kept a close pne sts raised statues of themselves in an experiment that
eye on h im. in tr igued Halaster very much:They sought to augment their
Wyllow g radually becam e aware of Hen d rake's evil own div ine magic by storing spells in th e statu es that th ey
nature and love of swi ft, viciou s slay ing , and in th e end co uld call upon ar a di stance, so as 10 be able ro hurl far more
fought and killed h im. Halaster had g row n d isgu sted al spells in banle th an a clertc normally can without praying
Hendrake's increasi ng cruel ty and lack of self-d tsctp lm e: repea tedl y to a god . They also ser about bui ldi ng an army of
rath er than ra ising h im , he transformed Hendrake's co rpse u ndead . bUI when th ey persisted in prac ticing control over
Into a deathbrtnger'?", tasked to defend Halavter's own lair thetru ndead minions bysend ing rhem on woodcu rring expe-
(Ihe ni nth level of Under mou nlain), an d de parted , lea ving dincns, Halasrer lost patience and ordered h is appren nces to
" 'yllow (driven slightly mad by slayin g her husband) on her destroy the priests whi le leaving rhe Wyllowwood completely
own. Now still gendy crazed , Wyllow (N fem ale elf d ru id untouched. Thi s snp u lano n resmcred them from simp ly
I . ) dwells in the lush forest to Ihi s day, devotin g hersel f blasrin g everythin g, so the apprentices sta lked rhe clerics
to tirel essly tending il as dr uid s do, and having little to do and slew them horribly, one by one, leaving rhe temple (and
with most of the human tnhabuam s of the sub level. most of its undead rh at still lu rk inside) un touched.
Hen dr akes small, dark stone tower stands in the dep ths of The forest creatu res and the remaining worsh ipers all avoid
the forest, so heavily overgrow n thar it can't be seen except the temple; if the desperate qua rry of a H unr escapes ro ir,
by creatu res very close to it. Man y wr itte n spells and magic they will nOI pursue.
items still lie scattered and h idde n insi de. Another island in th e river holds some overgro wn ruin s
In another pan of the forest sta nds Halaster's in itial gift (once the abod e of a vanished w izard ), flanked by a row of
10 Hend rake. a marb le Iou m am whose waters Ifdrunk from twelve pede sta ls. O ne end of the row consists of fou r weath-
or splashed upon onself directl y (they have no power whe n ered stone statues ofdwarf warriors, and five sim ilar statues
carr ied away) act as a ( UT, m"lleral, ",,,undsspell an d also tu rn are at rhe other end of th e row. The th ree ped estals in th e
back th e physical effects of agi ng by four years. This power m idd le are empty- Alwavs-acnve porta ls effect any creature
can affect th e same being on ly once in a decade, and ca n touch ing the pede sta ls. The m idd le pedesta l trans ports a
never reduce a crea ture to less th an one year of age. being to the fou nta in in the forest (see above), one end ped-
A small bUI dedtcared com rnunuy of humans from the estal rakes creat ure s to somewhere on Sublevel E (see page
cilYdwells in a complex of rooms onc e part of a settle ment 16), and th e- other end pedestal sends a creature to a random
of Melatrbode, where the residen ts hu nt creatures in the spot alon g the edge of the Great Glacier, far across th e land.
forest (calling a sacred Hunt wh enever adventu rer s are seen, c lan MeJairkyn began several small sertlemem s here
for these they dl.'em th e best prey th ey can hu nt and slay in before the unstable rock made them abandon th e level. SOffit'
the n ame of their deity).They know mos t of the forest ver y of th ese (str ipped of any thing por table and valuable by the
well and are by nature alert sen tinels-s-a nd ready foes-for retreat! ng dwarves long ago) still await rediscovery.
any int rusion into th is sublevel. They are led by Arbenita
("Ren ita") Darkw ind ICE female hum an cler ic 17). SUB LEVEL D: T HE LOST LEV EL
Ben ua was the Founder of thi s commun ity in Wyllow- En tombed in solid rock, th is level of Underrnou nrain is now
wood . She loves to hun ! and slay odvenru rers personal! y, and almost inaccessible. Its fou r ent ries, port als crafted by beings
has take n cart" to befr iend and cons ult often with Wyllow, so now dead, art" k now n to fe-w amo ng the living (and most of
as ro keep relations bet ween rhe drui d and her fol lowers cor- those few are Halaster's former appre ntices, who have other
dial. Benita acculcmally discovered the Wyllowwood when concerns).
she uni nren tionally (and lite rally) plunged rh ro ugh a p orta l The onl y know n por tal ou t of th e Lost Level, wh ich takes
inro Undermou ntain. She has si nce learned enough about rhe form of a vertical shafl of emer ald flames, is surrou nded
matters in the dungeo n to fear not on ly wha t an en raged by guardians set ther e by Halaster and tasked 10 destroy
Wyllow could do 10 her followers-a-bu r to (ear that if th e any livi ng th ing th at mes 10 approach (he flames. These
people she leads ki lled Wyllow, Halasrer would effort lessly guardians, repleni shed several li mes by the Mad Mage, now
and swiftly destroy them in some horr ible man ner. co nsist oftwo death kiss"· beh olderkm, rwo dea rh ty ran r"
O n an island in rhe river stands a bleak, cru mbli ng stone beh olderk tn. and Nagus (LE adva nced 10 H D elder or bw "
te mple, built her e by opport un istic clerg y who soug ht 10 sorcerer 8). If the death tyra nls are destroyed, Negus mg-
use rhis as a base for destru ctive att acks on th e cilY. They gers a shiftin g stone in rhe ceiling rhat opens to allow rwo
hope d 10 blast dow n buildings occupied by cit y ru lers or replacement death ry ranrs 10 descend from a h idden upper
priests ofother failhs u nril rhetr faithful cou ld gain co ntro l ch amber. Nagus retreats into that space or otherwise seeks
to su rvive if pressed ; the other guardians mind lessly fighr The Lost Level isalmost devoid oflife,and rhe traps see few
until destroyed. The cha mber where the Ring of De-ath lurks visitors. Even fewer manage to enter th e temp le. Mote th an
is littered wit h pemfied adventu rers (thai have been shanered any other place in Undermo unui n, the Lost Level sleeps.
by the guardians) and fallen weapons. The dwarf-bu ilt construc tion in the temple and crypt areas
Angered by his inability to get into and conquer the is exacti ng; rhe massive stone doors fit their frames snug ly
Vault of Hidden Silences, a temple built in th is level by and operate on superbly carved Slone mechanisms. Locks and
Clan Mclairkvn long ago, Halaster did Hu ll" to open up this door edges are well disguised . with han dles hidden u nder
level. flagstones near a door, and similarly hidden lock s opened
Wh~t he d id do was slay all the drew who had seuled here. by press!ng a specially sh aped stone amu let tnro a recess and
Then he and his apprentices installed the Ring of Death turning it. The mechan ism swings closed as the door pivots
and the exn portal, and transform ed the draw pr ison into a (on a central ads ofstone fingers projecting up and down into
labyri nth of pit traps, roll ing-blade traps, and magical, spell - the doorframe), Locking rods, also of sto ne, typically thru st
reflecti ng mirrors to ensu re that if Halaster cou ld n't get into down OU I of the frame into cavities in the edges ofthe doors ,
the temple ofthe Silent Keeper, no one else could, either-or (A th ief with his usual lockpicks and tools will be helpless
get out of it alive when his attention was elsewhere. to affect such mechani sms.) Many romb doors ope n only by
Today, the Lost Level has three distinct sections: the sealed- uncoveri ng fivehandles h idden in d ifferent places and then
off dwarf temple: the former drow prison;and a long natural turni ng them in the COTTf'C f sequence.
cavern car ve-d out of the solid roc k by a branch of the River
Sargauth and later spht into a great chasm (wh ich now swal-
lows th e- river's waters) by an eart hquake.
SUBLEVEL E:
Halasrer un leashe d four death tyrant s to dr ift here, tasked
TROBRIAN D'S GRAVEYARD
Thi s sublevel began as a clan Melairkyn mirhra l mine , For
to attack any moving creature th at isn't a beholder (or behold-
some now-forgotten reason, th e dwarves abruptly abandoned
erlike in ph ysical for m).
their work, leaving exposed metal deposi ts sti ll gleaming in
the walls and the area they carved out i by chance or for some
still myster ious purpose) in the crude shape of a gigantic spells down in to h is Graveyard to shut out all watchers but
scor pion. him self. The n he spread word that the constructs had all
For years Trobriand, the most ene rget ic of Halasrer's destroyed each other, and he had been forced to seal off the
app rentices, IdrporlrJ many of h is experimental creatu res level. In tr uth, he cons truc ted a wander ing portal that !O this
into th is ' waste space" as he worked to perfect the art of cre- day drtfrs arou nd the land sna tchi ng creatures and sucking
ating constructs. From time to time he sen r these creatu res them into the Craveyard to challenge h is constructs .
to mtne metal from the- walls, but the consrru cts usu ally tore After he perfected h is scaladars, Trobriand largely ignored
the su rfaces apan before they could accomp lish anyt hing the Graveyard-but his continual assaults had alarmed his
useful. sentie nt castoffs, who had organ ized themselves into a self-
To reassure Halasrer th at he wasn't doing anyth ing more governi ng community for mutu al defense against future
dan gerous, Trob riand sho wed his master the cond itions attacks. They took advantage of a period of chaos to escape
on the level, whic h an amused Halaster promptly du bbed th roug h a portal to rbetr master 's secret sanctu m in the Cav-
Trobrtand's Graveyard. Trobriand and his fellow appre nrices erns of Ooze (Level 7,desc ribed on page 33) and claim it for
rook ro magically watch ing rhe ban les bet ween rhe created them selves.
construcrs from afar, and Arctu ria dubbed th is level the In the wake of th eir depart ure, the Graveyard was It'ft
Realm ofthe Melal Masters. Overtime, however,Trobriand lifeless but did n't rem ain that way for lon g.Trobriands inat-
became increasingly suspic ious of his fellow appren tices tent ion left the many open portals unguarded, and various
(specifically their interes t in th e constructs' attempts to mon sters of Undermountain seeking a place to hide (or just
repa ir and augment th em selves, and in the crude society the a swift escape from foes) used th ose port als to enter the
constructs were developing among them selves). Fearing the y Graveyard.
would soon start to pilfer some of h is rejects for thei r own Misker th e Pirate Tyrant (I f advanced 22 HD beholder,
purpo ses, Trobriand created spells th at blocked all scrying wise in the ways of the city), a newly arr ived in habitant. fled
but his own, and sent "reject" cons tructs studded wirh such from the Sergaurh Level of Undermountain rh rough the
port al to avoid bei ng des troyed by a massed attack laun ched
by the agents of the Eye.
Th e beh older liked what he saw-abundanr mithral , a
fun crioning forge, a large prison area of holes that could be
covered with boul ders to temporarily con fine creatures, and
abu nda nt food on the hoof wandering about. He set about
magically contacting one of h is trading partners up in the ciry
to close the porta l he had taken. The beholder dwells here in
hiding, slowly rebu ilding a force ofagent s from a few outcast
drow, wayward adventurers, and opportun istic mons ters of
Undermountain. O ne day, Misker vows, the Eye will be no
more.
many small pipe s link ing the rooms and passages ofArct u-
riadoom at floor level. through whic h theeyes- and herself
worm by wor m-can move. She is aware of th e danger the se
pipe s pose to her ow n securu y, an d has a cantrip pr ep ared
that can instantl y tra nsfor m the eyes into gluey pipe seal-
an ts if need be.
Arctuna's favontc expcrtrncrus have always been chain>
ofspells in which a tr igger co nd ition or spellcasring sets off
a seque nce ofalrea dy cast spells wait ing to go off. They take
effec t in sw ift suc cession whe n triggere d. Several chains
of banlI.' spells also defend her stronghold; she can acti vate
them from anywhere in Arctunadoorn if adven turers m ove
into th e areas they prott'et.
SUBLEVEL M: VA NRAKOOOM
Anoth er o ne of th e Underdooms, rhi s onetime Mela irkyn
stronghold was conquered by the city noble Lord Vanrak
Moonstar for the followers of shu two cenrur ies ago.
v anrakdoom consists of a complex of de fens ible cham bers
that include dwarf bu ria l crvprs, a statue-lined ha ll of k ings.
or
and a temple 10 Mor adi n. Van rakdoom is ca rved our solid
gra nite, wit h smoot h-fin ished walls , floors, and ceil ings.
Wh ere there w'efe natural faults in the roc k, Ihey were cov-
ered over wit h mason ry made smoo th WiTh gr avsrone stucco,
The Chu rch cf Shar ru les Vanrakdoom , en tire ly cloa kin g and ot her shado w creatures, and 12 sh adow mastiffs unde r
it in ward s renewed ann ually by rhe clergy.These wards take th e co m mand of a shad ura kul".
the form of overlapp ing utl hllllow spells, each tied to a deepe r Umbraxakar, a matu re adult shadow dragon?", also lairs
J lIrktl( ss effect. vanra kdoom con tains living areas, labyrinths in the te mple, maki ng h is bed on th e temple treasury (a heap
create d by the dwarves as tr aining areas and mod ifled by the of gems, coi ns, an, and magic items) and serv ing nOI only as
Sharra ns for th e same purpose, and a tem ple. Irs gu ard ian, bur as Lord va nrak's steed. He is absent from
The reltgicus com munity consists of 40 AJe pls of the Night Vanrakdoo mon this dut y 5%of the lime, and buntingin rhe
(male tst-erh level clerics of Shar: 40 Aco lytes of Dark ness Underdar k (accessed through a sink hole from h is lair) 20%
(female tsr- erh level clerics of Shari 10 Watchers (cleric of the ti me.
e/mghrcloa k" 1-4); 4] Shadowsta lkers (rog ues of tst- erh Tht.> temple labyrinths have several portals. Ifholy symbols
level); and 10 Hands ofShar (rogue 7/shado wda nce r I), pri- ofShar as used as keys, these lead to the Plane of Shadow or
mari ly hu mans and half-orcs.There are also 43 Darkwe avers various surface-world localions.
(sorcerer 1- 6), pri marily hu mans and half-drew, based in the The hear t of Vanrakdoom (and rhe place where th e
te mple 10 supplement guard patrols, perform temple du ties , Sharrans make their last stand if assaulted in force) is an arch-
and work outside rhe temple ,somenmes for weeks or months ceil inged temple ofpolished black marble, cent ered around
at a lime.They are commanded by 8 Shadow Ade pts (sorcerer a forge whose black flames em it noxious smoke (effecls
5/shadow adept "" 1-2). equal to a Slinking"oud spell), near a statu e of a humiliated
Thechurch is led by three Darkladies (a cleric 6/ njgh rcloak Moradin . Fivelesser forges flank statues ofhumiliated dwarf
7, a cleric 6/nightcloak 10, and a sorcerer 5/shadow adep t pan iarchs, and along a wall sta nd seven smaller StaIUt.>S of
7) and two Darklords (a cleric 6/nightdoak 8 and a rogue tattered humans crying OU I for mercy.
7/shadowdancer S). This Darkfire Tem ple ofsix altars is a desecrated tem ple of
These clergy are defended by 40 Shadow Guard (pri marily Morad !n. Here, offerings 10 the lady of Loss are burned in
hum an or half-ore fighter 7), some night walkers, nigh tshades. rhe darkfiu , ens ur ing that they are truly lost once consumed.
Zombie ogres work the bellows of these forges (12 at the main
bel lows, 2 al each of the five lesser forges).
The defaced idol of Morad in has been transfor med into a
blackstone gtgan t" by th e clergy ofs har.
The five dwar f statues are slaves who were purchased in
Skul lpot t. alli red as noble dwarves, en larged with magic,
and pern fied by rhe blacks tone gigant. Tht.> seven human
statues are agen ts of House Moon sta r captured by Lord
Vanra k's followers and pemfied by th e blackstone gtgaru. It
ca n tran sform th e dwarf statues into Large animated objects
an d thl' human statues in to Med ium animated objects by
touch H baule comes to lh t.> templ e.
SPIDERHAVEN/UNDERHAVEN
The Grand Market of Undcrhaven is a community of gnomes
founJ on the rhlrd level along the banks of the Rive r Sar-
gauth , near the top of Belkram's s haft. A recent influx of
drew refugees and swarm ing numbers of arachnids in rhe
area have created an adjoin ing refugee camp known as Spi-
derhave n. Further derails on Sptderbeven/ Under have n are
provided in Chapter 4.
.." .-
he best place to beg in an adventure involving
Under mou ntain is af rhe Yawning Portal In n.
In th e wake of Halaster's Call (see Introd uction), individu-
From th ere , chll.racters have relatively easy
als are drawn to the city, fille d with a desire to explore the
access ( 0 the firstlevel of Un der mountain ,
known as th e Dungeo n l evel. The'encoun-
ters presented here involve several different -power
groups preying on neophyte adventurers draw n to the
legend ary dungeon ofUndermountain . The Called, as they
have come 10 be k nown, fill the tables ofthe Yawni ng Portal
I nn in hopes of find ing companio ns to help th em explore
th e depth s. • ........
.'
Underhalls by Halaster'ssoul-shards, as well as some of
th e dangerous monster s for wh ich the g r~ a t dungeon
to
Th is cha pter assumes I hatthe res have come th e Yaw n-
ing Por tal Inn with the intent ofexploring Undermounra in
is know n: The pe s mus t navigate th e peril s posed by
after receiving Halaster 's vision. AIth e DM's op tion, th e Pes
such preda tors In order 10 recover [hesiyra Kestellha rp's
~ m igh t haw arrived as a gro up ready to explore the dep th s
long-lost horned rmg, an incred ibly valuable lOo1"fol
or individually, drawn to Undermountain but lack ing th e
explorin g the dep ths of U nde rmo un rain. ..-
compa nion s nee ded to survive a trip into the dungeo n.
A group of Pes begin ni ng their adventuri~g'(areers
Although Hal asrer's soul-shard visions and the prom ise of
should reach the midpoint between and and 3rd level
treasure co ntained with in provide sufficient motivati;;'nfor
by the end of this cha pter ; mission XP awahls an d
any adve ntu rer to ex plore U ndermount ain , there are ot her
ra~l(Jo m encounters are available to en su re thi s level
reasons to enter th e du ngeon beneath th e cuy,
goal is mel if the Pes bypass or fail at the included
Player characters m igh t brave the depths of'Unde rrnoun-
co mbat encoun ters. Most ofthe tactical encounters
tain for treasure lind fame (whether or not the y received I
for this chapter are very cha llenging; ro;;,lhanly Pes
visio n ofsuchh 10 advance the goals ofa patro n or sponsor-
m igh t easily ru n in to more than th ey can handle.
Ing gro up. or to seek an explanation for the visions affecting
Don't be afl'llid to remi nd th e players thai their
charac ters can ru n away ortry to-negotialeyde pend- so many in the cily--even if none of th e Pes personally
experienced Halaster's message.
ing on rhe circumstances.
The DM needs to deci de how to set lip the motivatio n for VISIONS OF THE CALL
the adven ture. The easiest a nd be st way is [ 0 give Halasre r's If you de cide to start t he adventu re with the PCs rece iving
vision to one or more of th e I'Cs, but o ther merbods (su ch as the recurring visio n of H alaste r, include a spe ci fic, fan tast ic
th ose above) ca n be as effecnve . t reasu re locate d in t he dep t hs ofU nderm ou nta in an d make
Adven tu re rs ca n se rve as agent s of a powe r g roup . Th e each visio n un ique . At YOUt option, you can e nco urage players
vario us power groups of th e cit y keep a clo se watc h on hap- to spe ci fy t he magic item of their c ha racte r's visio n as pan
pe n ings in t he depths. regularly inser ti ng agen ts into newly of th e character cre ati on proc ess, A player ca n choos e the
forme d adven turtng co mparues. Such age nts a re of d ubious appearance and t ype of magic ite m seen in the vision, but
lo ng-ter m value, since t he y ofte n shifr their loya lties to their not t he locatio n wh ere t he item ca n be fo und o r t he powers
newfound compa nions , bu t in th e early days ofex plora tion the item mig ht have.
they se rve as the eyes a nd ears of the City 's elite. Because At leas t o ne c ha rac ter (preferably an arcane spel lcasrer)
suc h agents have a no to rio usly shon life expectanc y. th l;'y receives a ver y speci fic visio n. Read :
are rarely mem bers of the groups th e y serve. They are oflen
indiv iduals who art" do wn on th eir luc k, forced into such You see a staircase leading up into darkness. A shim-
service to disc harge a debt o r to fi nd shel ter from another mering web of energy jilts the stairway. An iron ring,
shadowy group. Tht' PCs can be hired by a power g ro up to two tiny inward-curving horns atop it , sits at the heart
discover the cause and meaning of Halasrer's visions. of the web. The walls and ceiling suddenly begin to
Adven turers can serve as agents of a patron. M an}' wh o shake. Dust fafls from above, followed by a hail of
dare to- e xplo re t be Underhalls vanish without a t race, unde- stones that bury everyth ing in view.
tectable by servi ng spe lls, leavi ng their fami lies and fr iend s
to wo nder abo ut t heir (atl;'. Time a nd agai n, t heir family and A succ essfu l DC 20 Knowledge (arcana) c hec k reveals the
friends hire adve ntu rers in t he fo rlo rn hope of determ in ing ri ng to be one of Halaster's infam ou s homed " ogs(new item ;
the fate of t hose who never ret urned. A patron can call upon see page 218), A DC 20 Knowled ge (local) check reveal s the
th e PCs to find a lost one, recover an ite m, or to di scover th e sta ircase to be the infa mous Falling Stair rhar con nects the
cause and mean ing of Halasrer's vis ion. You can even have Dungeo n Level of Under mo u nta in to th e Citade l of the
a pat ron receive t he vis ion i nstead of t he PCs; t his pa tron Bloody Hand. Elltrhral rhe Go lde n (see be low) can also sue-
then hi res t he PCs to acco mp any him or her into the depths cessfully int er pret this vision.
to fulfi l l t hc vis ion's prom ise and rele ntless call.
UNDERMOUNTAIN CHEAT SHEET Floor (Room): No s pecial rules unless otherwise noted .
Here are so me statistics yo u might find ha ndy as you run the Floor ICavern): Cos ts 2 squares per move instead ofl .
enco unte rs described in th is advent ure . Ceiling (Room) : Climb DC 25.
Door IStone): 60 hp, hard ness 8; break DC 28 (sluck or Ceiling (Cavern): Climb DC 25; increases by 5 if surfa ce is
loc ked). s lippery.
Secret Door (Stone); Search DC 20; 60 hp, hardn ess 8; break Wall (Room ): Hit point s vary based on thickness (hardnes s
DC 28 (stuck or locked). 8); Climb DC 20. If the wall is a th in wall (I foot thick) between
lock (Good ); 30hp, hard ness 15; Open lock DC 30. Note that roo ms : 90 hp , hardness 8; break DC 35, Climb DC 20.
loc ks built into dun geon doors cannot be att acked sf'pa rate ly Wall (Cavernl : Hit points vary based o n th icknes s; hardne ss
from the door. 8; Climb DC 20.
~I";" ·i .:,
J- .
·<
,. r .r J ~ .J
, .-.
-
..
.'
.'"
~ '-
Cloc k eo ac h (E L 1): Unle ashed by Halasrer's Heirs, t hi s
dog-sized me tal bug sc utt les th roug h th e Du ngeon Level,
All ma n ner of mo nsters can be encountered on the Dungeon
clea n ing up deb n s. See Mom lfT Manual I Vpage 28 for mo re
Level of Undermoun tain . Most fall int o one of I W O groups:
in fo rmatio n.
age nts of one of the powe r g roups me ntioned above and
C R I; Small construct: H D I; hp 15; Int r +3; Spd 30 fr.,
subterranean pred ato rs.
bu rrow 15 ft., climb 30 fl.jAC 14, touch t-t.flar-foored 11; Base
possible random encou nte rs are described below.
Atk +0; Grp - 4; Ark Pin cer +1 melee (td4); Full Atk 2 pi ncers
+1 melee (1d4/ ld4);SA Breath weapon (30 fl. line,once every
Ij arkman rl e (EL 1): This flying sqc tdlr ke creature is
5 rounds, 3d4 acid, Reflex DC 14 hal O; SQ Darkvisio n 60 fr.,
creeping along t he ceiling in sea rch of prey £0 ambush . See
low-lig ht vision, rrem crse nse 60 fr., const ruct tr aits; AL N;
M onsl tf Manu<ll page 38 for more information.
SV FOri +0, Ref +3, Wi ll +0; Str I I, Dex 17, Co n - , Im - ,
C R 2; Sma ll magical beast, H D tdr o- t.hp e, In it +4jSpd 20
W is I I, Cha t o.
fl., fly 10 ft. (pour);AC 17, to uch II , flar-foored 17; Base Ark +1;
sk.lls lind Ft llts: Climb +8, H ide +7, Listen +0, Spot +0.
Gr p +0; Alk Slam +5 me lee (t d4+4); Full Atk Slam +5 melee
(ld4+4); SA Darkness, im proved g rab, co ns triet {ld4+4); SQ
Cr aw lin g Claw Swarm (EL 2): A scrabbling swa rm of
Blindsight 90 ft.; AL N ; SV Fort +3, Rrf +2, will +0; St r 16,
human-looking hand s skitters on fingertips across t he floor. See
Dex 10, Con 13, Int 2, Wi s 10, Cha to.
Losl fm plfN ofFa t fun pagrs 163-1 64 for mort" information ,
s~ .lJ s and Ftals: H ide +10, Listen +5, Spot +5; Improved
C R 2; Tin y co nst ruc t; HD 5dlO ; hp 27; lnir +0; Spd 20
Ini nar ive.
ft.; AC 14, touch 12, flat-footed 14; Base Ark +3; Grp -r-; Ark
Swa rm (ld6);Full Alk Swarm (td6);Space 2-1/ 2 fl.; Reach 0 ft.;
Cho ke r (EL 2): This halthng-stzed creatu re lurk s i n a
SA Distracti o n, smile falle n; SQ Blindsighl60ft., co llStrucl
shadowy co rne r nea t th e ceiling. It attacks by snapping OU I
tra ns , sightless, swarm trans; AL N ; SV Fort +1, Ref +1, W ill
it s spindly limbs like a whip. See Mon,fer .l,.t<l nual page 34 for
- 2; Si r 10, Dex 10, Con - , Inl - , Wi s 5, Cha I .
more infor rnanon.
s kills and f eals: - ,
CR 2; Small aberranon; HD 3d8 +3; hp 16; Imr +6; Spd 20
ft., cl imb 10 fl.; AC 17, touch 13, Ilar-foored 15; Base Atk +2;
Dread (EL 2): A skeleta l pair ofa rm s float th rough t he air,
Grp +5; Alk Te ntacle +6 melee (ld 3+3); Full Ark 2 Tentacles
g ripping a ru sty old lo ngswo rd . See Lost EmprfN of FafT«n
+6 melee (ld3+3/ld3+3); SA I mproved g rab, const nc t (ld 3+3);
page 169 for mo re in formation .
SQ Darkv isio n 60 fl.; A LC E; SV Fort +2, Ref +5, w ill +4; Si r
C R 2; Small undead. HD sd t z.hp 19; I nit +3;Spd Fly 40 ft.
16, Dex 14, Ca n 13, I nt i , W is 13, C ha 7.
(good ); AC 16, touch ta. flar.foored B ; Base Atk+t jGr p - 2;Al k
Sb ll> atld I'tl1h : Climb +13, H ide +10, Move Sile ntly +6;
Long sword +3 melee (t d8+1/19- 20) or Claw +3 melee (td 3+t);
Improved Inuianw, Light n ing Refle xes, Stealthy.
Full At k Lo ngswo rd +3 melee (l d8+1/ 19- 20) or 2 claws +3
me let' (l d3+1! ld3+t); SA Frightfu l presence; SQ Damage
Ce reb ra l Symbiont (Ce re b r al Hood) tEL 1/ 2): Th is
reduction 5/ bludgeoni ng, da rkvision 60 fr., im mu nity to
black , leat herv, raylike creature und ulates th rough th e air in
cold, undead tr aits, wea pon use; AL NE ; SV Fort +1, Ref +4,
search of a hum anoid host. See J'icnd Folio page 216 for more
w ill +4; Str 12, Dex 16, Co n -e-, Int - , Wis 12, Cha l.
informa tion.
S ~I Jl S MIJ Fea ts: Listen +5, Spot +5.
CR 1/ 2; Ti ny aberra rton: H D 2d8; hp 9; In it - 3; Spd 5 fr.,
Ily 20 ft. (good); AC 11, tou ch 9, flat-footed 11; Base Atk +1,
Go bli n s (3) (EL 1): Th ree goblins of the Sluggard t ribe
Grp - 11; Ark Tail slap - 1 melee (ld4- 4); Full At k Tail slap
mo un t a n i rr egu lar patrol t h rough the im me diate envi-
- 1 me lee (l u4- 4); SA Eng ulf, mind bla st, m ind feeding; SQ
rons of the Ent ry We ll . Th e y ho pe to catch inexperfenced
Blindsighr 60 [t., darkvisto n 60 ft., mouth rube , symbion t
adventu rers unaware and gain spoils for them selves while
tra its, tele pathy 100 ft.; AL LE; SV Fort +0, Ref - 1, w ill +4;
also watch in g for anything that m ight pose a da nge r to
Str 3, Dex 5, Con t t , l nr 16, Wis 12, Cha 14, Ego 15.
rhe greater tribe . See MOtlSler M<ltlual page 133 for more
S ~I "S and rtals: Co nce nt ration +5, Hi de +10, Kno wled ge
i n fo rmatio n.
(local) +8, Move Stle nrly +6, Spellc rafr +7, Surviva l +2,
CR 1/3; Small h umanoid (goblincid); H D rd s -t , hp Ii; Inil
Improved I mnarive, Lightn ing Reflexes.
+1; Spd 30 [ t.; AC 15, touc h 12, Iln-foored 14; Base Atk +1;Grp
- 3; Ark Morningst ar +2 me lee (ld6) or javelin +3 ranged (ld4);
Full Ark Mo rningstar +2 melee (ld6) o r javeli n +3 ranged
(ld4); SQ Darkvision 60 fl.; AL NE ; SV Fort +3, Ref +1, will
- I; Str n . Dex t s.Con 12, Inr te, W is 9, Cha 6.
Skllls<ltld Ft<lls: Hide +5, Listen +2, Move Silen tly +5, Ride
+5, SPOI +2; Aler t ness.
C ric k (E1 3): T his worm li ke monster wi th fou r tentacles Lurking St ra ngle r( E12): This aber ran t mo nstrosit y is a
su rrounding a sharp beak c rt"eps rhrocgb [he Dungeon SIf3nJ of str iated mu scle linking IWO floating eyeb alls. from
Level's co rridors in sea rch of pre y. See .\ Ion sler MllnU1l1 page lime 10 time such creatures wander away from the Eye's lair on
139 for mo re informario n. the Sa rga ut h Level 10 stalk the Underhall s in search of prey.
C R 3; Med ium aber ratio n; H D 2d8; hp 9; In iT+2; Spd 30 fr., See Monster .l,.ta nua l l i l page 100 fo r more information .
cli mb 20 fl.; AC 16, tou ch t z.Ilat-Iooted 14; Base Ark +1; Grp C R 2; Tiny aberrano n; liD zda -z: hp I I; In it +4; Spd 5 Ir.,
+3; Ark Te nt acle +3 me lee (l d 4+2) 01 Bile - 2 mel ee (l d 3+1); fly 20 fl. (goo d); AC 16, touc h 16, Ilar-foored 12; Base Ark +1;
Full Atk 4 Tenta cle s +3 melee (l d4+2) o r Bite - 2 melee (l d 3+1); Crp - ao.Aek Eye ray +7 ranged touch or lash +7 melee ( ld4~ ]) ;
SQ Dam age reduc tion t u/m agtc, darkvision 60 Ir., scent; AL Full Ark 2 eye rays +7 ran ged or lash +7 mele-e (l d 4-3); Space
N; SV Fort +0, Ref +2, Will +5; St t 14, Dex 14, Co n 11, In! 3, 2-1/ 2 ft.; Reach 0 fr.; SA Eye rays, suffoca te; SQ All-around
Wi s 14, Cha 5. visio n, darkviston 60 ft., flight; AL LE; SV For t +1, Ref +4,
s kills and Ff als: Climh +10, Hi d{" +3, List en +6, Spot +6; will +3; Str 5, Dcx 19, Co n t j , I n1 4, Wi s 10, C ha 20.
Alermess, Trac k. Calm Fear £ )'t' Ray: As the spell; ra nge ]0 fl.; Wi ll DC 11
negates.
Jerm lai ne (2) (El l ); Th ese l iny, filth y fey snea k thro ugh Sltt r £ )'t' Ray: As t he spe ll, exce pl tha i it affects o ne creature
the corrido rs of Undermo unrain in searc h of food and rrea- of up 10 4 H D; range 130 fl.; Wi ll DC I I ne gates,
sure. See .A!ollSler .'.fllm. alll page 131 for more informa tion. skills and Feats: Hide +12, Listen +5, Search +1, Spot +8;
C R t / 2;Tinyfey; HD 1 /2d6~I;hp 1; Inil +3; Spd 40 ft .; AC Alertness, Weapon Finesse.
15, touch 15, Ilar-foored 12; Ark Tiny shortspear - 2 m e lee
(l d 3- 4/X 3) or ptmtn unve dan +5 ranged (Id ] -4); Spa ce 2- splmeerwetf(EL 2): Th is thin, feylike hu ma noid has long,
1/ 2 Fi.: Reach 0 ft.; SQ Low-light vis ion , speak wi t]i rats; AL pci m ed fingers, ba rklike skin, and a forest of razor-sha r p
NE ; SV Po r t - 1, Ref +5, Will +5; Srr 3, Dex 17, Co n S, I nt S, wooden spines for h air. It preys on ch ildren it catches in t he-
Wis 16, Cha 5. ci ty above , retreat ing into Under mountain between meal s. If
skills arid Ff ats: Ani mal Empathy +1 , Craft (traprnaki ng} +3, the PCs encounter t he creat ure, it ca rries a livi ng chi ld it ha s
Hide +IS, Listen +9, Move Silently +7, Spo t +9 ~ Alertness. JUSI ca pt ured a nd brought into the d ungeon to [east upon in
peace.The e ncou nte r begins whe n rhe Pes hea r t he mu ffled
Ke n k u Sn eak (EL I); Th is bird like hu manoid creeps so bs and cries for help co m ing from rhe captu red c h ild. See
t hrough the co rr idors ofthe Du ngeon Level c loa ked in heavy M om ler Ma" l<al lli page 164.
robes o n its way 10 meet wnh so me of us fe llows . It has no C R 2; Me di um fey; H D 2d6+5; hp 12; In it +9; Spd 50 Fr.,
patie nce..for anyone wh o ge ls in its way, and it sees ad venrur- climb 50 ft.; AC 17. to uch 15, Ilar-foo red 12; Base Atk +1; G r p
ers as easy marks for its appetite for ung uard ed t rin kets and +1;Atk Claw +6 melee (td 4) or splinterspit +6 ranged (l d6);
co in purses. It mi gh t decide 10offer its se r vices to a group of Full Ark 2 claw s +8 melee (l d 4/ 1d 4) or spli nrers pu +8 ran ged
ad venturers (and ac tually aid t he m for a n en counrer or IWO) (l d6); SA Call brambles. snea k atta ck +2d6, spl in rerspit,
in o rder 10 ge l close 10 t he rn 10 see what t hey are up to and rransfor rnanon; SQCa mo u flage, da mage red uc tion 5/s ilver,
to gauge how best 10 make a pro fit fro m t he me eti ng- in low-light vision, spell resistance 7, superior wood land str ide;
o rher words, to S ill' them u p and see wh at trea sures they AL NE; SV Fort +1, Ref +S, will +5; St r 11, Dex 20, Co n 12,
m ig ht be c arryi ng, See Monsler Ma nuallll page 86 for more t nt t s , Wis 14, C ha 1(,.
in fo r mation . :-;kills and feats: Balan ce +12, Bluff +8, Clim b +13, Dipl o-
C R 1; Med ium h umanoid (ke nk u); UD Id6- 1; hp 5; l rut macy +5, Disgu ise +8, Hide +10, I nnm tdare +5. Jump +10,
+7; Spd 30 [t.; AC 16, touch 13, flat-fo oted 13; Base At k +0; Knowledge (local) +6, Listen +4, Move Stle ndy +10, Search +7,
C rp - I; Ark ClaW- I me lee (t d j - f) or sho rt swo rd - 1 melee Se nse Mo tive +5, SPOI +4, Survival +5,Tu mb le +10; I mproved
(l d6-1/19-20)o r sap - I melee (1d6- 1 non le tha l) or sho r tbow lmtianve, Tou g h ness, Weapon Fin esse.
+3 ranged (td6/x3); Full Ark 2 Cl aws - I melee (l d3-t/l d ]-I)
o r shor t sword -f meJee l1d6-1 /19-20) Ot Sap -l melee (t d6 - 1
nonl ethal) o r shor tbow +3 ranged (1d6/x ]); SA Sneak ar rack
+l d6; SQ Grea t ally, low-light visio n, mimic ry, trapfindi ng :
AL N E; SV FOri - I, Re f +5, W ill +1; St r 8, Dex 17, Co n S, I nr
12, Wi s n ,Cha 14.
S~lr!l and Fea ls: Bluff +6, Disable Device +5, Disg ui se +6,
Gather In formati on +6, H ide +6, Listen +3, Move Siltmtly
+6, O pe n Lock +7, Search +] , Sleight of H and +5, Spot +3,
Tumble +5; Improved In itiative .
In Com mOIl: "It's been two weeks. I can wait no longer. I'll
search for you myself None of our frie nds would come with
me. If you are nOI wuh me when you read rhis, then I am
The follow ing locations can be found on the Dungeon Level dead. Avenge my death on t hese who aban doned us in ou r
of Underrnoun tain . The basic location descriptions are fol- lime of need. Signed. H esod .~
lowed by specific tact ical encou nters for these areas. See the III Goblill: -Many swords come here, Do nOI slay."
accom panying map on page 49. III Com mOn(on lIlt Sl'nd Joor):-Here wa us a secret door, bill
you wi ll nOI find il or you won't be able to ope n it, and then
you"ll ro r here in this pit . Ha ha."
I. ENTRY WELL (EL S) In Commoll: "Beware the she-wolf and her n ight hou nds.
The last echoes ofthe crowd's toasts and betting whis-
They killed San h."
per about you as you descend into the well. As the
In Commoll: "You came here u nbidden , now you'll d ie in
flickering light from the torches obove fa des, a chifl
th is midden."
overtakes you, and you find yourselfstill sinking with
I " C(lmmorl: 'lyman, remember me,"
no end in sight. Yo u drop slowly and steadily deeper on
I" D ll'd n '\'rl o' "Durembar l ronsh anks was here and killed
the rope, almost as if you were the bait on an un-
mo re orcs th an he could count."
weighted fis hing fine in placid waters, but the cold and
In [I11t1l (tvl(lll' Iht rrtuJ lI1~): "Ihar means eleven ."
the quiet ofthe well that surrounds you is anything but
111 Com mOil: "Beware rhe eastern passages, The Metal !\.Iage
peacefu l. The silence has more of a threaten ing quafity
has made the m his home, and he is not to be trifled w it h,"
to it.
In H.lIJlmg: "When you hear screaming. go rhe other
Afte r being lowered f or what seems like too long a wa y.~
tim e, you at last see the bottom. Below you stretches
In J l<Jljllllg by an olntr nd lld o' "Coward!"
sand-covered ground and whateverf ate await s you in
In Grlomt: "Sore! Laughma ntle died somewhere in that
Undermou ntain.
maze. She wears a heart-shaped brass ring. If you find her,
say a prayer over her bones. We didn't have time."
When the PCs reach the bott om of the well, read:
Treasure:The shields decorating the walls are worthless,
although some bear the mark of noble houses and dwarf
Severa' inches of sand covers the floo r of this roughly
clans.
square room. Broken and dente d shields hang on stone
Secret Door: The secret door at the west end oft he north
walls covered with chalk and charcoal grofJiti. The
wall is a on e-way door th at can be opened only from the far
ceiling looms a mere 70f eet abolle you- as it does in
side. The righ t combination of knocks and whispered phrases
the hallway that leads out ofth e room to the south-
(spoken in Goblin) convince rhe goblin guards on the far side
but a 30Joot-diame te r hole in the ceiling f orms a
to open it (see location 2 below). A successful DC 15 Search
chimney that rises up over a hundredfeet.
check reveals a tra il of d ried slime leading under the door.
Cre at u re: Alth ough no creatures reside in this chamber,
'Ibis is the bottom ofthe Entry Well, and the hole above leads
wandering mons ters (see pages 50 - 51) pass through here on
up to the Yawning Portal Inn.
a regular basis.
Gr affiti : The wri ting a ll the walls consists of dire warn-
If till' pe s haw d rawn ti ll:' ire of [he Sluggard tribe by
ings, sn ippets of popu lar songs and poetr y, and th e crude
atta ckin g Sluggard patrols, or if the Sluggards discover that
comml' ntary commo n to graffiti everywhere. It's written
the PCs arc carrying a valuable treasure (such as the honwJ
in Com mon, EIV('n, Dwarvcn, Halfling, Gnome, Or e, and
rlllg). then the goblins plan an ambu sh as the pe s seck 10
Goblin. (DMs should fecI free to add other language s to suit
leave the Dungeon Level.
their campaigns.) Many people have writt en in Commo n
Tactical Encou n te r: 2- 1. Sluggard Ambush (page 58),
that "So-and-so' was here,"These messages were oflen left
Ad H oc XP Award: If rhe PCs escape up the well without
as proof of fulfillmcnr of a bel or a dare to spe nd a night in
kill ing the metalm asrer.a ward them 300 XPplus 50 XP per
Underrno un rain.Th e writing could say almost anything you
goblin k illt'd.
like. Here are a few sample inscri ptions;
In Orc 'Durn an is a bastard. I swe ar by Gru umsh that when
l gel OUI of here I'll sruff lus th roat wit h gold pieces unti l he 2. SLUGGARD SENTRY POST
chokes, Signed, Slurg." Th is dead end is notable only for the one-way secret door that
In Common: "HesoJ -'lX'ent 10 check OUI slrange music leads sourh int o the Entry Well (location 1).
only [ayce can hear, Have a few dr in ks un til we get back ," Creat u re : A gobli n sentry waits beh ind the secret door
In Com"hm :~It"s been IWOdays. Leave a message if you have guarding rhe entrance into the Sluggard tribe's domain. He
returned . Signed . Hesod," flees if he spo ts a nongobltn coming down the corridor or if
he is tricked into open ing rhe secret door and does not see of the room's properties, and they seek to use it when they
someone he expects. (He expects only other goblins of the are in the area and facing foes who use magicor supernatural
tribe or a student of Halasrer's Heirs academy) abilities.
Coblin (1): hp 5; Mo ,, ~ l e r ,l,'anual page 133. Creat ure: O ne such creature uses it in that way now: a
caryatid column placed here by Trobriand the Metal Mage.
The caryatid colu mn has been in st r ucted 10 attack anyone
3. SLUGGARD GUARD POST who arternp ts 10 leave by the nonh or sourh exit. Ot herwise
Th is recta ngular chambe r has seen a g rt'at deal of use over
il merely sta nds in rhe room and defends hself from attacks.
the years as a gua rdpos t. Tn add itio n to us proximit y to the
The caryatid colu mn can not speak, bUI tr does understand
primary tun nel leadi ng away from the Emry well. it serves a
Common .
ltsrem ng post. Tiny ve nt-sha fts lead up to cer tain shop ce llars
If rhe PCs have arranged a rendezvous with Errya Eltorchul,
in the city above, and from lime to time whispe rs from above
she and her bugbear bodyguards wait for them at the top of
can beclearly heard in Ihis room if all is still and th e wou ld-
the no rt hern steps. Err ya is willing to sell them a map of the
be listener makes a successfu l DC 10 Listen check.
route to rhe Falling Stair (locatio n 13) for 20 gp.
Creat ures : Eight gobli ns of th e Sluggard tribe reside in
Tactical Bnc o um er: 2-3 , Hall o f Many Pillars
th is cham bet, lounging arou nd . sleepi ng, eating. tortu ring
(page 62).
insects and U IS , and playing games ofchance. At any given
Trea sure: Errva's map is worrh 20 gp if it is sold to one
time, one goblin stands by the sec ret door in the southeast
of th e Called. O nce it is sold more than two or th ree times,
corner. l istemng for the passage of advent urers. It must
copies of it become readily available, and rhe price falls to
ma ke a successful Liste n check with a ..-2 mod ifier to hear
any such sounds of passagl'.The goblins k now to avoid using
z gp.
Ad Hoc XP Award: If rhe PCs avoid fighting the cary tid
the nort h passagl' from location .. and do not molest anyone
colum n, award th e-m 100 XP. l f rhe PCs successfully negon-
who proceeds nort h from location 4 without awakening the
ale for the- map, award the-m so XP.
caryatid colu mn.
Tactica l En counter: 2-2, Sluggard Cuardpost (page 60).
Ad H oc XP Award: If the PCs pass th rough thi s area S. HALL OF SHATTERED M IRRORS
and manage 10 avoid fighting wuh the gobli ns, award t he m This long hafl is littered with shardsof glass. It stretches
50 XP. into the darkness. Five-joot-deep alcoves are set into
the walls on either side at five{ oot intervals. Large,
empt y woodenframes hang in each niche, with bits of
4. HA LL OF M AN Y PILLARS shattered mirror clinging to their inside edges like
Broadstepslead down into an irregularly shaped room
brokenteeth ingaping mouths. Theframes bearornate
fi lled with a forest of twelve thick granite pillars. The
carvings ofghoulishfaces and demonic forms.
vertebrae of some large beast lie scattered about the
floorin a haphazardfashion. There are threeothersets
Allow the PCs an oppon un ity to ask any questions they
of broad stairs and exits, onef or each compass point.
might have,and ask rhcrn to make SPO! checks to notice more
Otherwise, the room appears empty. On the south-
det ails. w hen they decide to move down the hall, read:
eastern diagonal wall someone has written "Certain
death this way!" with an arrow pointingat the south-
As you pass down the hall, you note that the frame
ern exit. On the northwestern diagonal wall someone
hanging in each alcove appears to be unique. One is
else has written "Even worse this way!" with an arrow
carved with daisyfl owers, another with roses, and still
pointing to the northern exit. Unlike in much of the
another with thefeathers of some bird. Two unbroken
rest of the dungeon, the ceiling in this room appears
mirrors hangju st ahead on your right and left. Mirrors
to be about 12feet tall.
/ike these two are clearly the source ofthe glasscover-
ing thefl oor. A clear mirrorf ramed with wooden carv-
Images of Halaster's great accomplish ments once deco rated
ings of dolphins andfis h hangs in a nicheon the north
the pillars in this room, but centu ries of battles and traffic
side of the woii. and a cloudy mirrorwith ghoulishfaces
in the room have left rhem smoothed off and di ngy. On e
hangs overaflat section ofwallwhere it seems a niche
pillar has an open hollow wu h the st ub of a melted blue
would normally be.
cand le in n. The hollow was once a secret chambe r in the
sto ne, but its doo r was broken away long ago, and now it 100
Trap:The clear mirror lies in the th ird alcove from the east
is smoot hed over.
endof the hall. If anyone remains in front ofth(" clear mirror
Th is area's main featu re IS that rhe whole room to the base
for 1 round or more, a reflection of a ghostly skeleta l warr ior
ofeach set of stairs is an area of dead magic. Th is effect Func-
lunges from the inside- the mirror. The "ghost" appears to
lions like an llnflmllgl( fie/,i. Many d ungeon den izens k now
draw irs sword and viciously slash at anyo ne reflected in the Treasure: The frame is worth 60 gpa nd matches the ot her
m irror for 5 rounds before it leaps back into th e m irror and eleven fou nd in the Hall of Mi rrors (location 5). The m imic
d isappears.The 'ghost" in the reflection and the mirror itself Slowed the fram e here and then rook on rhe form (wuh its
are a prognlmmrd Imilgt" made permanent w ith a pamanr n,y own un ique touches) to set its trap in the long hallway.
spell cast here as a pran k long ago by Halaster, Ff't'l free to
ask for initiative checks and make it appear as though the
Pes are being attacked by an assailant they can see only in
7. CHAS M OFTHE MAD MAGE
The corridorends precipitously at a large chasm in the
the mirror.
earth. The chasm extends up and down into darkness.
Creatu re: The cloudy mi rror and section of walt beh ind il
A rickety rope bridge has been strung across the chasm
is a mim ic stand ing in rhe niche. II is the fiflh niche fro m the
to where the corridor resumes on the for side. The
east end of th e hall along the south wall. The m imic hopes 10
bridge consists ofthree thick spanning ropes, with one
catch passersby u naware. II was attracted to th is co rridor by
rope for standing on and two ropes for use as hand-
th e sound of som e adve nt ure rs smash ing the mirrors, an d it
holds. Additional ropes link the spanning ropes in a
kflled one wh ile the others ran off into the du ngeon . Seeing
rough V shape every 5 feet.
the hallas a good hu nting grou nd, th e mim ic dragged the body
into another room to eat later and smashed rhe orher mirrors in
The ch asm ru ns ro ughly west- northwest to east- southeast.
th e hall to help hid e the blood trail. lr also removed the mirror
Th is wound to the earth is recen t, caused by the earthq uake
frame from th e niche it stands in and hid it wit h the body.
th at accompan ied Halaster's c al l.
Tactical Encou n ter: 2-4, 11311 of Mirro rs (page 64).
Creature: Two da rkman rles lu rk in the shadows near the
Treasure : The mim ic doesn't have any treasure with it, but
roof, waiting to drop on crea t ures atre rnpnng 10 cross the
the frame s han ging on th e walls are worth a fair amount 10
chasm.
the right buyer. The frames ate 6 feel tall and 4 feerwtd e. and
Tactical Encou n ter: 2-5, Chasm of rhe Mad Mage
each weighs 30 pounds, mak ing the m awkward to ca rry but
(page 66).
not heavy for most crea tures. A human or similar creature
Treasure: The bodies of two adve nt urers lie at the bonom
can carry only two at a ti me , since two mirrors fu lly occ upy
of th e chasm, cloa ked in d arkness. The total value of their
both hands.Also,although the frames are made of good hard
combined gear is 200 gpoincluding armor and weapons (none
wood, the decoration s on the frames are delicate and can be
of which is even mas terwork).
broken easily. A PC mus t rake a standard action to set down
a fra me without da maging the carvings-c-an action th at
provokes attac ks ofopportun ity. f or each attack or drop that 8. BLACK WATER CORRIDOR
da mages a frame, the frame suffers a 10%red uction in value. The corridor before you slopes down into opaque inky
Each frame has hard ness 5 an d 40 hit points. block water.
The hall appears 10 hold Iwelve frames <though one of them
is a mim ic), and each frame is wort h 60 gpoFind in g buyers Thi s area consists ofa long co rrido r that bends at th e m iddle.
for all the frame s, especia 11y the spoo kier ones , could prove The corridor slopes up at each end, creating a dep ression tha t
difficult. Their rep utation as souven irs from Und ermou n- is filled w ith a pool of black water.
tain should garn er rhc PCs full value from most int erested Spe lls: The flarneskul l Brainburn has laid a ment al alar m
buyers, however. Th l ' car vin gs on the frames on th e north spell on the passage fluor, benea th the water. The flameskull
wall are (fro m east to west): demonic forms , dolphins and lur ks in location 22until the alarm is triggered . It then series
fish (permnnent i m (lg~), birds of prey, elves hunting stags, eyes I he passage with d~url!Oyance to observe the PCs.
of vario us rypes an d sizes, and sh ips on a stor m-tosse d sea. Creat ures: Althou gh no crea tu res dwell here on a per-
The ca rvings on the frames on the south wall are (from east manent basis, Brainbu rn (see location 22) uses th e area to
10 west): ghou lish faces, acrobats and clowns, feathers, faces 5('"1 ambushes upon an yone going 10 or ret ur n ing from the
in clouds blowin g wind, ghou lish faces (the m im ic), and the Citade l of the Blood y Hand.
house ins ign ias of the various noble houses of the city and Tactical Encounter: 2-6, Brainburn'sAmbush (page 68).
the surroundi ng area (from a century ago),
Ad H ocXP Award: Iflhe PCs negouare a truce wnh rhe
mimic, award them 200 XP.
9. CURTAIN OF DARK NESS
The corridor before you ends in a rippling curtain of
absolute darkness.
6. MIMIC'S LARDER
A half-eaten human corpse liesin the northwest cornerof Halaster once de lighte d in crea ti ng 'curtain of da rkness'
this rectangular chamber. Anornatelycarvedframe lean- pil (raps th at blocke d all vision and scrying, absorbed a11
ing against the east wall depicts a variety ofships at sea. magic cast out of the pit, and exerted a powerful gr avita-
tiona] effect on anyt h ing placed within th e p it. The magical the block can make a Search check to note the presence of
chaos unlea shed by Halaster's Call has eliminated most a sec ret door. The secret door is locked with a good qu ahr y
of th e magical effects in place on th is n ap, leaving only a lock (O pen Lock DC 30).
conventional pit trap camouflaged in a to-foot-square area Secret Doo r (Ston e): Search DC 24; 60 hp, hardness 8;
of dt'fpl'r JllrblfS5. break DC 28 (stuck or locked).
Creatu re ; An eyeball swarm lurks near the ceiling above If the r c s locate and open the secret door, read:
t he pit, awai ting instructions from [axsen (see page 47). The
swarm is h idden by the JuprrJll rk Jlos effect. The door seems to push back when opened, as if it
Tactical Encou n te r: 2- 7, Eyes in the Darkn ess (page would d ose shut if no pressure was exerted to keep it
70). open. Beyond it stretches a longchamber. A moldering
green rug covers much of the floor, and dark wooden
bookshelves line the walls. In the center of the room
10. THE HUNGRY FACE stands a circular wooden table with a wing-backed
The corridor before you ends in a T. Embedded in the
armchair beside it. The bookshelves are empty.
f ar waU is a JO j oot.wide bas relief of a snarling, de-
monic f ace. A round hole in the center of the face's
This room was once rhe legendary Librarium of the Dun-
mouth, some 6 inches in diameter. leads down into
geon Level. Its guardia ns were dispatched and its treasures
darkness.
were loot ed by Trobriand in the immediate afterma th of
H alaster's Call.
Tra p:The Hungry Face is a recognizable landmark, known
Trea..ure: One scrap of scorched paper remai ns on th e
far and wtde among explorers of Undermoumain. If th e PCs
table. The page appears 10 have been rom from a book. On it
approach from the east (after mak ing it past the pit tra p at
is wr itten a fragmen tary passage discussing the Severmmes,
location 9), the y wander into range of this n ap. Any character
a period in Under mou ntain's h istory when the Seven (all
attemptin g to move toward the face from the east (or past the
apprennces of Halaster) descend ed inro Unde rmou ntatn in
square in Front of the face, if approaching from the non h or
search of rhe Mad Mage.Th e passage names rhe Seven- Arc-
south) takes IdE> point s of sonic damage as a painful roaring
ruria, Jhesiyra Kesrellh arp, Mutr al rhe Misshapen, Nester,
fills rhe character'sears.Th is damage begin s when a character
Maramb ra Nyghrsteel, Ranrant ar, and Trobr iand the Metal
steps into any squa re in the east-west corridor that is with in
Mage- and dcscrfbcs how thl"Y all d ied horribly while
SO feet of the face. l b e damage is Id6 points per rou nd for
searc hing for thei r master (wh ich is far from the truth ofthe
a maximum of 10 round s-at whic h lim e the effect ends
mailer).
permanen tly for that character only,assum ing the character
survives. Cem ng out of rbe path of rhe sonic blast also end s
the progressive damage; th is is accomplished by retreating 12. GATEWAY TO THE FOREST
east more than SOfeet or stepping into the north-south cor- KI NGDOM
ridor, out of the two squares directly in front of the face.
A large, ornatelyflu ted stone archway leads into this
Knowled ge Chec k: A successful DC 20 Knowledge (local)
high-ceilinged room. Directly opposite the entrance is
check reveals that passage past the face for the nexr e m u nds
can be purch ased with paymen t of a magic scroll (by placing
aJist-sized area of glo wing radiance illuminating a tiny
inscription. The walls andfl oorof th is room are spun-
it in th(, open ing in the mouth and let tmg it slide into dar k-
tered with blood. Six humanoid corpses lie on thefl oor,
ness), and many explorers of thi s section of the Du ngeon
their bodies torn apart and eaten, but no sign oftheir
Level carry with them a minor magic scroll for this expr ess
killers remains.
pur pose.
Unbek now nst to scholars of Undermou n tain lore, the
If {he pe s investigate the small chamber off the northwest
behavior of the Hun gr y Face has cha nged since Halaster's
corner of t his room, read:
Call. Now the Hung ry Face can be- appeased only by feed ing
it a scroll containing a spell it has never eaten . (For the pur-
The bodies oj four aberrant monsters lie in a heap in
post' of th is adventu re, assume Ihal it has never consu med a
this chamber. their bodies untouched. Each resembles
scroll containing a spe-ll of srd level or high er.)
a large brain with a beak and a thicket of long, spiny
Ad Hoc XP Award: If the PCs bypass the Hung ry Face
tentacles.
wu hout taking damage, award them 300 XP.
Th is large rectangular chamber was recently the sill.' of a des-
II. T HE lI BR ARIUM perate battle.The Co mpany ofthe Violet Wyrm had camped
A strange lilli e passage wends its way arou nd a bloc k of he re, waiting for the next new moon and the portal ro ope n
seemingly solid stone. Pes who invesnga te the west side of so it cou ld retu rn home. Before rhis occurred. the company
was attacked by a pack ofgrells. The company was destroyed , cobwe bs, j ust barely wide enough f or a f ull-grown
bUI nOI before it kill ed all but 1\'.'0 of the grells. hu ma n to enter.
C reat u re: The two surviving grel ls lurk near the ceil ing,
d ireclly abo ve the ent rance 10 t he large cha mber. Although Eight een feet abo ve the corridor floo r, two small doors are
they have recove red from their wou nds, they have remained set in the north wall. A bart"crawl-corridor leads in to " maze
here in hope s of finding fresh pnoy in search of rhe pena l. of a-foot-high passages behind eac h doo r.
The grells have deliberately dragged the bod ies of thei r fel- Doors: Th e doors are slid ing, unfasten ed wooden
lows into th e small chamber to th e northwest so as no t to pan els.
alert new arri vals to the natu re of the foe they face. Creat u re s: Th ese low co rri dors are th e lair of a pair of
Tact ica l Encounte r: 2-8, Gateway to th e Forest Kingdom chokers. Th e crea tures avoid hu nnng in the imm ed iate
(page 72). vicin ily of their lair, since th ey are cun ni ng en ou gh 10 avoid
Treasure: Several items wor th salvagi ng lie am id the detection by th ose who mig ht hu nt th em .
bodies in the main roo m , includ ing a ronou of (1m: mOtlemfr Tacti cal En cou n ter : 2- 10, Choker Cor ridors (page 76).
tt'OlmJ " a masterwork silver dag ger, a scroll of ropr tnck, and Treas ure : Ami d a pile of deb ris lie the rema ins of a long-
a WI1I1<1 of hun lin g 11(1'111, (25 cha rges). dead explorer. H is on ly gear worth salvaging is a mnhral
shirt.
3 COBLIN S CR 1/3
hp 5 e ach (1 H D)
CE Large ma gical beast NE Sm .. nh umano id (go blinoi d )
Init +2; Se nses dark vision 90 It.: Lis ten +7, Spot.8 Init +1; Se nses darlcvision 60 ft .; listen +2, Spo t +2
Aura re pe lling (60 ft.) Langu age s Goblin
languages Und ercommo n AC 15, touch 12, flat·footed 14
AC , .., touch 7, flat-footed 14 Fort +), Ref +1, Will ·1
Fort +9, Ref +l , Will +3 Speed ) 0 ft . (6 sq u ares)
Speed 20 ft. (4 squares) v. Me lee dub +2 (l d 4)
Melee bite +9 (2d6.6) Ran ged sbc-tspear +) (ld4)
Space 10 ft.; Reach S ft. Base AtIt +1; Crp .)
Base AtIt +6: Grp +14 Abilities Str 11, Dex 13, Con 12, Int 10 , Wis 9, Cha 6
Atk O ptio ns magnetism Feat s Aler tn e ss
Abilitie s Sir 19, De x 6, Con 18, Inl 6, Wis 13, Cha 11 skills Hide +5, Listen +2, Move Silen t ly +5, Ride +4, Spo t +2
SQ detect m et al :' Pos se s sio ns lea the r armo r, light woo den s hie ld
Feats Alertn e ss , Improvea Iniliat ive, To ughnes s
Skills Listen +7, Spot +8
Repe lling Aura (Su) All metall ic creat ures and objects wit hin •
60 feel of the metalmaster are pushed backwa rd. This
ab ility fun ct ions like at tractio n (se e abo ve), exce pt that
the affected creatures are not entangled, and they move
away from t he meta lma s te r rather th an towa rd it. Whil e
using th is a bility, th e metalmast e r ga ins a +8 deflection
bonus 10 AC against attacks by we ap o ns that nave meta l
co mpone nts.
Detect Metal (Ex) A metalmast er automOltiully se ns es t he
pre sen ce of any metal (m inimum 1 pou nd ) with in 60 feet .
The exact loc atio n is no t revealed. b ut the metelmaster
ca n take a move action to note the d irecti o n in wh ich the
metal lies. When it comes within 5 feet o f metal, t he-
cre ature kecws its loc ation.
M. gnetism (Su) A metalmas te r can c re ate magical fi el d ~; of
mOignetic en e rgy. O nce pe r rou nd OlS a free action, it can
create o ne of the e ffects described below (cas te r level
12th). Its m. gnet ism ha s an effective Strength score of25 .
A rnetalmast er's ma gn et ism affec ts o nly me ta llic
creatures , creatu res wearing metal armor, or creatures
ca rrying metal we apo ns o r s hields . Creature s carryin g
m et al o bjec ts can Simply d rop t he m to avoid t he effect.
The me ta lma sler's magnetism affect s the d ro ppe d
o bjec ts jus t a s it wou ld any other un att ended ite m.
Each of t hes e abilities fu nctio ns co ntinuous ly un til the
metalma ster's next turn unless not ed. Any cre atu re that
ente rs t he area of th e mag neti sm is subject to its effec ts.
AUro,tion (5u) All metallic c reat ure s an d objects
within 60 feet of the rnetalrna srer are e nt angled and
dragged clos e r to it. This ab ility fu nctio ns like a bu ll
rus h (ch eck mo difier +11), except tha t it does not . ".
p rovoke att ac ks of opportun ity, a nd ta rget s t hat lo se
the o pposed ch eck move toward the metalmaste r
Instead of Olway from it. The met alm aste r do es not
.• ,
move if it loses the opposed Stre ngth check.
Metol Storm (Su) A metalmaster can tur n the
shards of melOiI clinging to it s body int o a wh irling
storm of razors . This effect re duce s its natural armor
bonus by 4, but each othe r cre ature within 20 feet
takes 4d6 points of slash ing damage (Reflex DC 20
half) . Th is effect lasts for 12 ro u nd s .
Ttle/cinesis (5u) A metalmaste r ca n affect one
c re ature o r o bject within 60 feet as if us ing a
uldinesis s pell (DC 14). 115 effect ive St re ngth is 25
(+7 bo nus) for the p urpose of any o pposed che cks
requ ired in co nju nctio n with this abi lity. tft he
m et afma ster ch oo ses the violent thru st function of the
telekinesis sp ell, t he e ffect s ate reso lved im m ed iiltely and
do not la st beyo nd its tu rn.
~ .f" r
LUGGARD UAROPOSli
I
• •
Encounter Level ..
•TACTICS (AMBUSH)
If th e gob lin s notice the PCS passmg by [he secret door
US( tJns tallicdl(ncoun'" wIth the room dtseription on ~gt' SJ.
and decide ro ambush them (eithe r on thei r way towa rd
the Hall ofMany pillars or during the return trip), it takes
The goblins standing watch In this guardpost are ncr par-
2 rounds for the goblin fighter to garber h is forces. In the
rlclltanyvigi101 nt. Therean-eightgoblinshere,supposedly
third round, they emerge from behind the secre t door to
on duty, but In fKt they are bored and doing an ything
fall upon th e unsuspecti ng adve n tu re rs.
orher th an watchi ng for trouble. One of the goblins has
For an even m o re ch al lenging enc ounter, have the gob.
more ex pe rience and tr aining than hi s fellows.and he
th e recogn ized leader-of the g ro up . "
.lins spri ng their ambush as the PCs run away from t he
encounter in the Hall of Many Pillars (location i ). This
When the PC, first approach this area , either by pass -
prov ides the PCs with a figl'l" they an handle af ter they
ing dose to the secret door in the south or exami nin~ the
(hClp("futly) t'kd from o ne thty couldn't. In this case , don 't
double doers to the west, the goblins are sitting down,
have the monsters from location i c ha se the PCs a nd joi n
eatingand gambling. Only the goblin near the secret JODI"
i n th is battle-the goblin ambush will bemore than chal-
is activcoly on watch anda1ert; the Others are mcre cccupied
le nging enough.
with their food or g.me. .
llse rhb encounter t OM'1 an ambush for the PCs (eit her
as they pass to rfl()W deeper into t he dungeon or when they
INurn to the Burr y Well laden wnh Irt"asure).lf the PCs
are particularl y arrennve and notice th e secret door, or if 7 GOB LIN WARRIORS CR 1/3
rhey work their way around to ebe visible double door s, hp 5 each (1 HO)
the n the PCs can tri gger th is e ncounter by entering rh e NE Small hu mano id (goblino id)
guardpost. - Init +1; Senses darkviston 60 ft .: Liste n +2, Spot +2
Languages Goblin .
FIRST VIEW AC 15, touch 12, flat-footed 1-4
Fort +3, Ref +1, Wi1I -1
W hen the cha racters enter the guardposr. read:
, Speed 30 ft. (6 squa res)
Melee mo rningstar +2 (ld6)
Eight small humanoids with flat faces, broad nom , Ranged javelin +3 (1d4)
pointed ears, widr mouths, an.d small, sharpfa'}gs . Base Atk +1: Grp -3
lurk w itl1i~ t~is roo1J1, They quickly dropthejr Abilities Sir 11 , Dex 13, Con 12, Int 10, Wis 9, Cha 6
pefly amusrments and prepare for combat. Feats Alertn ess
Skills Hide +5, li sten +2, Move Silently +5, Ride +4,
When t he gob lins emt'rgf' from hiding to ambush th e Spot +2
PCs, read: Possessio ns leather armor, light woo den shie ld
".,.
A swarm ofsmall humanoids with fiat faces,
.".
•
~oad GOBLIN FIGHTER CR 1
hp 8 (1 HO)
noses, and pointed ears emerge from the shadows.
The y brandish wcapons and scream in anger as NE Small hu man oid (gobli noid)
Init +2; Senses dark visio n 60 ft.: li sten +2, Spot +2
theycharge fj)ward you. :".. _ La nguages Goblin , Com mo n
AC 17, tou ch 13, nat-footed 15
When- th e tougher, 'mo re experienced goblin reveal s Fort +-4, Ref +2, Will +0
himself read: Spe ed 30 ft. (6 sq uares)
Melee lo ngswo rd +4 (ld6+2)
Onegoblin appears more confident andcapable Ran ged javelin +3 (l d-4)
than the others, wearing better armor and wielding Base Atk +1; Grp -1
a longsword mlher thana morningsfar. He orders Abilities Str 1-4, Oex 14, Con 12. Int 10, Wis 10. Cha 9
theotJuys around with harsh, short phrases in the Feats Ale rtness. Weap o n Focus (Io ngswo rd)
goblill ft?"gut, and suddenly thegroup moves with Skills Hide +5, li s te n +2. Move Sile ntly +5, Ride +-4.
purpost as it spreads out around you . Spot +2
Possession s s tudde-cl leath,e-r armor, light wooden shield
t
-TACTICS (ENCOUNTER)
If the Pes enter the guardpos t, they catch the gob lins t pre-
pared . Th e gobl in s starr th e encou nter prone, sitt in g ow n
to 1"31 and gamble. In th is case. only the gob lin closest to
the secret door is standi ng and ready for a fight. De termine
randOm ly whi ch of the goblins is the gobli n fighter h efore
th e action sta rts. ~
Upon-set'ing the PCs, the standmg goblin rushes [0 atta ck
whUe th e ot her gobli ns spe nd lim e standi ng up . COn fused
and surprtsedby the PCs' ap arance, the gobli ns newrthe-
less refuse 10 lake this int ru sion sitting down. They s pring
up to join the bailie at rhe first op portunity. •
Wh en comba r ts in f ull swing, fou rof the goblins (iJ lud-
illg the goblin fight er) enga ge the PCs. Meanwhile. the p tber
four goblin' run out th rou gh the double doors, re spol~Jin g
to an orde r issued by the gobli n fighter. O nce outside the
ro om,rhe fo ur gob lins move th rough th e H all of M an)':
1>
Pill ars (Iocark>n to circle aroun ~ to attack th e PCs,ftom
behind . W ht'l\ th ey reach the secret door, they,pause to
th row javeli ns hr fol't' moving int o d ose combat. "
The goblin 6g h1l'r provides a -1-1 bon us oil att ack rol ls for,t
th e goblin warriors for li S long as he is in the room , fig hting
and. iSSUing orde rs. He d trec rs th e goblins to use flerik tng
when ever posstble, to tr am up again st powerfu l pe s, ;:lOd to
keep moving: .. i
If fou r of the gobli ns fall ,or if the goblin fighter is reduced
to 3 or fewer h it points, th e gobli ns att em pt to ret reat and
escape wi rh the ir lives. -
DEVELOPMENTS
Th e Sluggard goblins sian OUt hostile toward the PCs.
Unless the PCslipeak Goblin, they ca n on ly effecti vely com-
municate w ith the goblin fighler (who speaks Comm on as
well as Gob lin). Even so, if th e PCs cha rge in to the guard-
post , or the goblins are in me m idsr of springing an ambush,
the gobljns are nOI incli ned to parley wuh th e Pes.
,
,
• ._4: _
CAR YATID COLU M N FF eR G
-" hp 53 (6 HD); hardness 8
tJsc thistattical enrountrr with theroom description on P.tlgc53.' ~ N Medium construct
" - ." ,-f" ;: ,., Init +3; Sens es da rkvision 60 ft.• low-light vision; Listen - 5,
:,,,"H".!he pe s .enter t~_iS ch~Illher wi~9:ut at:~angingl! rHeet- ti Spot - 5
ing with Errya th rough her agent Ell irh ral fsee page 46), • AC 22, to uch 13, flat-footed 19
on ly the caryati d colum n is present..Jt is disguised in th e~1f Immune constru ct immunities
form of a pilla r indistinguishable "from the 0th!?ilIars! Fort +2, Ref +5, Will - 3
in the room. . _ --~"''i< ., <~tijjlil Spee d 30 It. (6 squares)
If the pe s have arranged a meeting 'wIth 8rrya, -then _ Melee +2 bastard sword +12 (1 d10+9, two-handed) or
th e wizard and her rwo bugbeir heri.chin~n stand th e at Melee +2 bastard sword +12 (ld10+7, one -handed) and
north e~d of the room, at the toF of the steps, just OU~ slam +4 (ld4 +2) or .~ .
Melee slam +4 (1d4+7)
th;.£lI1 t~ltjagi( fiFldf;t~n~t.hi~ e.~~ounte: p,egins.:," • .",' . ; Base Atk +4; Grp +12
Special Action s break weapon
FIRST VIEW " • , _ .' < , Abilities Str 20, Dex 16, Con -c-, Int 6, Wis 1, Cha 1
... When t_he characrejs 'ceuse ! h~ caryatid colum n t~ ecrt> SQ column form, magic weapon
vare, rea&h __ ~- . >-
" ._ Feats Improved Sunder , Power Attack. Weapon Focus
~ f ' • '"' .~ (bastard sword)B
In-the blink ofan eye, one of th"e slone pillars Skills Diplomacy - 3, Listen -5 , Sense Motive +4, Spot - S
~ecome.s a silk-draped, beautiful female figure Break Weapon (Su) Wheneve r a creatu re strikes a ca ryatid
wieldinga ba"stard sword., ;o.:§ I,.. :r: -''J, ., ~ colum n with a melee weapon, the weapon must make a
DC 13 Fortitude save or break and become use less,
..!:::;;::~W""he'n ' the charac ters ~ tendezvou~ With a•
•
de aling no damage to the column. A magte weapon uses
Errya an d her either the wielder's or its own save bonu s, whichever is
bodygu ard.s, read :, . better. •
Nonmagical ranged weapons automatically shatter
} A petite human female with 'a laba~ter skin, . upon hitting the column, dealing no damage. Magic
emerald green eyes, and a head ,rowned with 'J;. ranged weapons that make a successful DC 13 Fortitude
save can resist this effect.
ringlets thecolor offlame, stands:at the top'pfthe. , Note that this ability doe s not work (and the refore
. uorthern steps. She wears anexquisite russet goivn has no effect) while the column is within the area of the
and a supremely Jiaughty;-sneering expression. -, an timagic fi eld.
Directlyin frontof her, two muscular;savage; Column Form (b) In column form, a caryatid column does
seven-foot-tall humanOids stana menacingly, Thiy - not radiate magic, and true seeing doe s not reveal its
humanoid form , Careful examination of the column
watch yOu with undisguised natred ana loathing, ' (Search DC 25) reveals very faint and distorted lines that
Coars~ 1t,air covers th~!J ~odje&.and they ca~!y~ .~ ' make the pillar resemble a woman with a sword. Anyone
mornmgstars. . .' making a s uccessful DC 12 Knowledge (architecture and
"
ANTlM ~Gft FIELD ,
. A permanent antimagicfield (as the spellj eloaks this room,
',,,,,
engineering) check notes that the column se rves no
structural purpose since it bea rs none of th e ceiling's
weight. A close examination of the top of the column
(which can be climbed with a DC 15 Climb check) or a
affecting'spells, spell-like abilities, arid supe rna tural abili· keen eye (Spot De 20) show s that the column is not
ties. The effect of the 'antimagic field extends to the top of cemented or joined to the ceiling. Dwarves and other
the steps along each wall. Any spell or m agica l effect u sed creatures that have stonecunning receive a free Search
wi thin, brought into , or cas t into the area is suppres sed check as though actively looking when they pass within
(but not dispelled). Sum monei;l creatures of any type and 10 feet of a caryatid column ,
Changing forms is a swift act ion, I
incorporeal undead w ink ou t if they enter the room ana
Magic Weapon (Su) Whenever its +2 bastard sword is out of
cann.ot rematetialize until th e effep _is el}ded. . ~ . the caryatid column 's hands, the creature reverts to
T he antimagic fiel d has no effect on cons tructs suc h ston e and becomes a nonmag ical sculpture . If the
as the caryatid colum n, but the coI4mn C3.~nol use its caryatid column the n picks up the weapon again, it
brea k weapon ability within th e roo m. Certain spe lls are rega ins its normal form and magical abilities.
un affected by an ant imagic fit ld, as n oted in their spe ll Ifa caryatid column needs both hands free, it can
i::iiil;;de
;:;'~
"~ipt io n s . A r tif~ cts ;lte· un~ ffect~ . Di,sprl m rwu does stow its weapon by simply pressing it against its side,
no!emove·tlie field. . , causing it to merge with the caryatid column's body. It
can be retrieved by the caryatid column as any character
would draw a weapon.
/
ERAYA ELTORCHUlcoS CR ~j
hp 14 (5 HO) TACTICS (ERRYA)
Female h uma n rogue 2fwizard 3 Errya has no interest in figh ting the PCs. If atta~kedJ she
CE Mediu m human o id immediately retreats, her bugbear bodygu ards follOwing in
Init +6; Senses Listen +4, Spot +4 h er wa ke. s he nUS IS rh e ca ry at id ro ht m ll tod e st ~ anyone
Languages Commo n, Elve n, Go blin foolish e n ough to cha se her.
AC 17, tou ch 15, Aat·foo ted 13
Resist evas ion
Fort +2, Ref +6, will +5 .DEVELOPMENT '. .,
.., . lhis encoun ter Is too diffi cult for 1st- level PC s,ellfD ifErrya
Speed 30 ft . (6 sq ua res ) • and he r bodyg u ards are not prese nt. It is inte nd ed to teach
Melee ma st erwork s ilve r d agger 1"2 (l d4) t he PCs a lesson:They c.an not defeat evety'creillu re'tbey meet
Ba se Alk +2; Grp +1
Atk Option s s nea k att ack +1 d6
in the Underha lls . Once th ey tea lize the fight is t hard)
Com bat Gear sc ro ll o f com prehend languages, sc roll of
ehes cen escape the caryat id colu m n by Fleeing eas t or we st
disguise self, scroll o f undetectable alignme nt, wond of (t ho ug h pt"rh a~ into an am bu sh or o ther dange r).
magic m issile (Cl 5th , 25 cha rges)
Wizard Spell s ~pa red (Cl l rd): •
2nd -detect thoughts (DC 15), tauch afidiocy (DC Hi)
1st - burning hands (DC 14), mage arm art, sleep (DC 15)
O-daze (DC 14). dete ct magic, mtssagt , prt Slidigiwtion
t already ca st
Abilities St r 8 , De x 14, Con 10 . Int16, Wis 12. Cha 13
SQ familia r (no nl!' at prI!'Sl!'nt), trapfind ing
Fl!'at s Imp ro ved Initiat ive . Scribe Scroll, Spe ll Focus
(Enchantmen t)
Skills Bluff +9. Concentration +8, De<:ipher Script +7,
Diplomacy +10 . Dis gu isl!' +6 (+8 in c haracte r), For ge ry +7,
Gat her Info rm atio n +12, Int imidate +4, Knowledge
(arcana) +11, Knowledge (local) +11, listen +4, Sense
Motive +9, Spot +4, Spellcraft +13
Posse s sions co m bat gear plus mas te rwork silver dag ge r. ring
ofprotection +1
2 BUGBEARS CR 2
hp 16 each (l H D)
CE Mediu m huma no id (gob lino id)
Init +1; Se nse s darkviston 60 ft., sc en t ; li s te n +4, Spo t +4
la ng uages Gob lin , Commo n
AC 17, to uch 11. flat -foo ted 16
For t +2, Ref +4, Will +1
Speed 30 ft . (6 squa re s)
Melee morn ings ta r +5 (ld8+2)
Ranged javelin +3 (1d6+2)
Base Atk +2; Crp +4
Abilit ies Str 15, Dex 12, Co n 13, Int 10 , Wis 10, Cha 9
Fe at s Aler tn ess , Wea pon Focu s (mo rni ngs tilr)
Skills Climb +3, Hide +4, Listen +4, Move Sile ntl y +6 .
Spo t +4
Poss ess ion s leather armor, light woo de n shield,
morni ng sta r, 1 javel ins
•
TACTICS (CARYATID COLUMN)
The caryatid column waits until one individual in a group
has left the room by a prohibited exit (the nort h or south
co rridors), II (ollows those who leave by a proh ibited exit,
anacking as it goes, until it has traveled 200 feet from the
room . Then, whet her it has defeated the larger(s) or n ot, it
retu rns 10 rbe roo m. Iflhe PCs co ntin ue ro arrsck the colum n
lIS it trtes to leave , it de fE- nds nself u nrtl rh e iltt:ldcS SIOP.
(f the PCs re main in the roo m or leave byIbe- east or west
exit. the colu mn does reveal itself .".
• ,
EncO~nter k ve14
.- "
,
",,
'.
CR4
1
Suddmly, yourreflection shimme 5, and another.
form appears In the. depths ofthe mirror. A skeletal '
'"
warrior nses toward the surfare ofthe mirror,
. drawins a sword .and !ungingt o strike y~. Abilities Str 19, Dex 12, Con 17, Int 10, Wis 13. Cha 10
SQ m imic shape
The charac reri n fron t of the mirror must make a succe ss- Feat s Alertness, Li ghtning Reflexes. Weapon Focus (slam)
fu l ne l S w ill save to realize that the skeletal warrj qr .is Skills Climb +9, Disguise +13, Li sten +8, Spot +8
4 an illusion. If th e save fails, the ch aracter must stand there Adhesive (EX) A mimic exude s a thick slime th at acts as a
an d defend agains t the skeleton's attack s for S rounJs. At. powerfu l adhes ive, holding fast any creatures or items
. ihe t'!\{! of that 'time,""rhe- ch aracter attelnk'ts anorher D""C that to uch it. An adhesive-covered mimic automatically
15 w ill save; If the second save fails, til e cbaracrer f!l kes gra pples any creature it hits with its sla m att ack.
Oppone nts so grappled cannot get free while the mimic
Id6 points ofdamage from believ'ing that h~ or she w as
is alive witho ut remov ing the adhesive first.
''''Gil< . really 'injured in the fight. . ' -Ii A weapon that st rikes an adhesive -coated mimic is
If the character succee ds on the firs t will save, pI.' or stuck fast unless the wielder succe ed s on a DC 16
she realizeS that the skeleto n is only an illusion . . - - ",,' Reflex save. A DC 16 Strength chec k is needed to pry it
"'-.- ,
~> -. " off.
Strong ako hof dissolves the adhesive, but the
HE CLOUDY MI RROR mimic st ill can grapple normally. A mimic can dissolve
The second unb roken mirror in the hall is located in the its adhesive at will, and the substance brea ks down S
fif th alcove fro m th e east, along th e south wall: It appears rounds afte r the creature dies.
as a m irror whose glass h as grown cloud y with agef In Crush (Ex) A mim ic dea ls 1d8+4 po ints of damage with a
reality, the cloud y mirroris a cre ature kn own as a m imic. successful grapple check. •
As thePCs appr oach th e cloudy m irror, tHey cananempr Mimic Sha pe (EX) A mimic can assume the gene ral shape
to garl1er some clues before the 'mtm IC reveals it-self. Use of any ob ject that fills roughly 150 cubic feet (S feet by 5
to'
th e ski ll chec ks and in format ion below describe wh at feet by 6 feet), such as a mass ive che st , a stout bed, or
a wide doo r frame. The creatur e cannot substantially
the pe s det ermine as they examine the hal l."
alter its size. though. A mimic 's body is hard and has a
rough texture, no matter what a ppearance it might
prese nt . Anyone who examines a mimic can det ect the
ruse with a s uccessful Spot check opposed by the
mimic's Disguise check.
•
•
Spot DCl0: f ort y feel from the entran ce, a dark brown
1
stain lies on th e gray sto ne floor, and some' shards of glass
If ove rmatc hed and near death , Squammulsh doesn't
bother to flee. Inst ead, the mim ic wails piteously and be-g,
in the an-a are similarly ..rained. A c haracte r who exami nes for its ~i ft'. In exchange (or a bottle of wine and SOffi t' food
rhe stain immedia tely recogmzes it as blood . If the P~ 5 see wit h each visit, the mimic prom ises to remain in the hall and
the stain, and rbe players don't deduce this on their.own not attack anyone b UI merely report On who passes through .
or investigate it (url he r, a DC 10 Intelligence check allows If supplied at least once a week in th is ma nn er, the mimic is
them to realize that it is dried blood. - j True to its word , If the PCs fail TOsupply tht' mim ic,however,
Sp ot DC 23: If a PC succeeds on a Spot c beck trt this it wanders off in searc h of food. .
degree, read the following text as the PC nottces th e mimi c -e, -.PCs who question the mim ic about Iiselffind liuIe ofinte r-
breath ing: - ;t est, Squammulsb's first memories are of the duil.geon, and it
has stalked the area in search offood ever since , The mimic
The cloudy mirror with the carvings ofghoulish1 possesses little sense of direction and has a POO'T re~ol1ec.
faces doesn't look rigllt. The surface of Ihe mirror: ttonfor the layou t of th e complex. lt can tell the PCs about
apptars rough rather than smooth, and a simila,· its larder and the d iscarded frame in a nor-roo-drsranr room ,
roughn ess appt'ars 011 the wall behind it. As )'I' ll and it recalls a roo m with man y pillars where it witn essed a
lw tlh. you thir)k you see a slight movemtrlt in the fighrbetween orcs and gobli ns, but it doe sn't kbow in wh ich
direc t ion the pillared halllies.
wall and the mirror ha~gi ng on it. It's an almost •
impt'rceptibly slow pulse cr sway_
DEVELOPMENT
Squa mmulsh wants food , not a figh t to the deat h. If il
adheres 10 and damages one PC rh~mimic':U t emp( ~ to
bargai n with the others. It s~a ksin heavily'acce nted
Common . Squammulsh offers to let the others go if
the y let it have th e PC it ad hered to, bu t rbe mi mi c ,
ca n be bargained into accepting rations or another food
so urc e that co nsti t utes at least two weeks' worth of m~'als .
(Alt hough host ile at the begin ning of the encounter, th e
mimic become s merely unfriendly ifit has a PC to use as 3
bar gain ing chi p, For the mimic to accept sorneth itigot her
th an th e captured Pc.: as a meal. the pes must change' hi s
atti tude to fri endly or bener.) Squammulsh is familiar with
the taste of win e. and il immediate ly becomes friend ly and
releases th e capt u red Pc if offered a winesk in or bo u le
of alcohol. -
" '
qH ~
.
ROPE BRIDGE , <L ' "
. The rope brid ge prov ides the safest, surest path over th e -,
.,,* .ch asm'for th ose wishing to conti nue to follow this cord -
dat kch
' I' h DC>; L I hi . "'J;<i: dot. Crossing th e rope bridge requires a character to use
- ds and make a successful DC' 5 Balance check
d.
., -~""" ,_~eep, - csmsp
. . ~ ~ ItS
--
t e ungeon eve ar r ispcmt-> ... -
~ , - -- . ----. - ,~ both han
rr ts a recenr addition to the area, tha nk s to the earthquake . h If df t d U . I h d
that rocked the cit y h part of Halaster's Call. Denizensor" :; · ~o move at 'nc'pe"o out . roun h' 'dlO.g on y one 'nn
, ' II J h b 'J 'sh I ' f ' " he h c
t h e Dungeon Lew I msta e C e rope n ge S ort y a ret -, "
Inc reases!
5 ' . . to . smgno an s mc reases r e.-
or
the' earthquake, and"anyone with 5 more ran ksIn Use''''~ ' to ~:fall
Rope readily recognizes its recent installation .. '
b 4 1 -'
- '_ d ure y . or ess means you can t move or",
, [, 1
' ;1 roun. ~_
•
•
2 DARKMANTLES
hp 6 each (1 HD)
CR 1 1 "
A successful check reveals that a body hangs Wneath rhe
rope bridge, caught in the tangles of the Frayed lines.
N Small ma gical beast If t h~ bodyis pulled up, the charac ter finds a [emilk human
Init . 4; senses blinds ight 90 ft.: listen +S (+1 if blindsight fighte r who got separated from her adven ruttng companions
negated), Spot +S (+1 if bhndsight nega ted ) and f~1I prey to the darkmantles.She was obviously rrangled
AC 17, touch 11 , flat-footed 17 by the te n tacled creat ures and Nrtially consumed before
(+1 size, +6 natura l) falli ng beneath the bridge. (Her posmce when the PCsfind
Fort +3, Ref +2, Will +0 her body made it rough for the darkm antles to ream her after
Speed 20 ft. (4 squares), fly 30 ft. (po o r) "I . tlvy disengaged and flew off) . ~
Melee slam +5 (1d4+ 4) If the pes have come into Und ermoumefn to search for
Sase Atk +1; Grp +0
Atk Options Im proved grab, constrict
,
a missing adven turer, th is coul d be dial person. O th erwise,
th e following items can be recovered from th e corpse :
Spell. Like Abilities (CL5th): Half-pla te armor, heavy steel shield, +1 lo"g~word, m~"~l~"~-'"
lJday-darknen work shonbow, with 14 arrows, ranees (1 week), watersk in
Abilities Sir 16, De~ 10, Con 13, Int 2, Wis 10, eha 10 (half full), wi neskin (full), winesk in (empty),purse (contain-
Feat s Imp roved Iniliative ' ing 200gp). •
Skills Hide +10, li sten +5 (+1 if blindsighl negated ],
Spot +5 (+1 if blinds ight negated)
Dariness (SuI On ce per d ay, a darkma nt le ca n cause ,
dar kness, as the dorkneu 'Speli (cast er levt'ISt h). It m o st
often e mploys this abilit y jus t befo re it att acks .
Improved Grab (Ex) To use this ability, a d arkmantle mu st
hit a l arge or s maller creatu re with its slam attac k. It
can then atte m pt to start a grapple as a free act io n
without provoking at tacks of opportunity. If it wins the
gra pple check, it attache s to the opponent 's head a nd
ca n constrict.
Co nstrict (Ex) A daekmantle deals l d4 +4 points of damage
with a successful grap ple check.
•
,
•
,
•
.. Tr
•
'"
-e
Use this tattieal et1countcr with the room description on page'
.
. "
. Upon returning ro th is flooded corridor and stepping
into the Water, the pe s activate the waiting J r~ads .Thtee .os
5~;.. , of the undead creatu res rise out of the water. Read- ,.
,-
.
~p.is cnco~nter t~~es p1ac~ in thlL Black Water ~o.rr~dor, ..
.
~ '""", l'
r Once again the ~ti1l5urface of the bl~ck water
a hal l iha t ts partia lly su bmerged beneath bracktsh,_mky~ "t _ beg.ins fo churn and bubbk Rusty Jo"~swords
",,-atet. . . '" emerge fr~m the water like thesharp Jms of strange
If the pes pas~ thr~ugh thiS a rea_~m their way In!? the ' sea creatures, followed bythe floating, skeletal arms
dungeon, they mp an~lolrm spell (see below) and encou n- ':'hofding them. You hcarthe"blades whistle as they
te~~ :h:g~~;r;:~ l~:~::~~~a~~e: haef;:~~~::~~g~Drai: . slice throug~ the air toward you. ~
burn at th e W h iteh el m Mausoleu m, th-en thi s encounter ; .... ,- . •
- Th is ba tie start s wnh the trio of drea ds rising out of the
ch anp-es to tndode rhree d reads and the flamesk ul l. b
C?_ _ ~. _ _ water to attack the PCs. Drain u rp hangs back in the west-
~...:5 ern corridor , slowly sliding towa rd the flooded passage to
FIRST VISIT t~ ,,_ . f observe and, if the flame-skull deems it appropria te, join
The fi.rs~ lim e th e P<;:s'enter [his area; the Black Wate~r Cor- _ in the battle. , -
rider appea rs empty. Upon enteri ng the water, which is _"-
waist-hig h on a human, th e pes trigger t he m ental alarm
DREAD l E (1 OR 3) CR 2
spell that Brainburn set here. This alerts the f1ameskull hp 19 each (3 HD); DR 5/bludgeoning
to the presence· of intruders. He then uses a clairVllyal1ce
NE Small undead
"spell to sec what is tr anspiring in the.corridor. The lurkirig Init +3; Senses darkvision 60 ft.: Listen +5, Spot +5
dread hel ps in this regard, because-the batt le between it Aura frightful presence (30 ft .• DC 12)
!;::=~~lI.n d the in triiderS allows Brainburn to judge th~ircapabili- ~ AC 16, to uch 14, flat-footed 13
ties as he magically watches events fr om afar. - .-f,
Immune cold, undead immunities
As soo n as one or mo re of the pe s en rer the water and Fort +1, Ref +4, Will +4
move at least to feet down the corridor, the dread rises up
Speed fly 40 ft . (8 squares) (good)
'1 rc attack. Read: " Melee Medium longsword +3 (ld8 +1fl9-20) or
, The black wafer·ahead of you (Ht~s s~ethfl1g
as
Melee 2 claws +3 each (1d3+1)
Space 5 ft.: Reach 5 fl.
. begil1s to ris~ f!gm the murky surface, ske1efaI • , BaseAtk +1; Crp - 2
arms break the mrface, one bony hand grasping , Abilities Str 12, Dex 16, Con - , Int - , Wis 12, Cha 1
the pommel ofa fusty longsword.The other hand. _ SQ weapon use
dutches the pommel as well, and the arms and, Feats -
Skills Listen +5. Spot +5
weilJlon rise tc human height-though theYf.is no
skeletal body to support them.The-floating arms ' Frightful Presen ce (Su) Any creature that has 2 or fewer HD
and comes within 30 feet of a dread must succeed on a
swing the longsword menacingly, and then it i
-
DC 12 Will save or be shaken for 2d6 round s. A creature
glides toward you. . J - ~ • th at is already shaken (by the frightful presence of
. . ~. ' another dread, for example) becomes frightened
Br~inburn'tallows this first dre'"ad to battle-the PCs until it' instead. If the creatu re is already frightened, the dread's
is destroyed. the flamesku ll is mos tly interested in gaug- frightful presence has no further effect . A successful
-Ing tht' po wers and capabilities of the in truders so th at it save renders the creature immune to that dread 's
frightful presence for 24 hours . Frightful presence is·a
ran prepare a more sui table challenge for them elsewhere
mind -affecting fear effect. I:
in the dungeon. Undead Imm unities A dread is immune to mind-affecting
• spells and abilities, poison, sleep effects , paralysis,
SECOND VISIT . stunning, disease, death effects, and any effect that
requires a Fortitude save. It is not sub ject to extra
The second time the PCs enter thiS area, Brainburn has
damage from sneak attacks, critical hits, nonletha l
prepared a bit mOle of an obstacle for the m to overco me . damage, ability damage to its physical ab ility scores,
!"fow the re.are th ree drea ds lurk ing beneath the dark water, ab ility drain , energy drain , fatigue, exhaustion , or death
an d Brainburn itself appears ro offer assista nce agains t from massive damage.
the intr uders. ",.' Weapon Use (Ex) A Small dread can use weapons sized for
Med ium creatu res with'no penalty, since its arms are
roughlythe same size as those of a Medium humanoid.
.
<
!
If and when Brainburn enters the fray, read:
t
. I
A human skull wreathed in evil green fire hovers in
DARJ NESSAND UNHAI10W'~
A permanent darkness effe-ct linked to"an ullhallow effect
cloaks this section ofcorridor. All turning cheCKS with in
theair'above the black water. Emeraldgleams o J t h e ul1halJow effecr receive a - 4- pena lty~AlI t urn ing chec ks
malice dan(.t in its oHlen-vise emptyeye sockets it as to reb uke undead within the 'lll111allow effe cr receive a +4
fixes you with its hateful, undt!ad gaze: ! profane bonus , No non-evil summoned c reatures can enter
t he area , Spell resis tance can allow a creatu re to.cvercome
THE BLACK WATER . . ' .. j
. Thi s in formation applies anytime the pes visit this flo oded
., this protec tion, Evil crea tures gain a .2 deflec t10n bon us
"'. • to AC and a +2 resistance bonus on saves whi le \\'lt hin th is
corridor. . . . area . Both ofrhese bonuses app ly agai risr a tt acks ma de by or
effec ts c reated by good creatures. A charac ter can not e;l:ercist::
The black water is th-k k and oily, fed by some oil-tainted
mental control over evil crea tures wit hin th e area.
spring. The black warer j-an be lit with fire; it burns for ide •
hou rs.The fire spreads i square per round, but affects only
creatures above the surcace of the water. (Anyone 'u nder TACTICS
the water is protected from the flames, but has to worry During the first visit to the corr idor, th e si ng t~ drea d simp ly
about drowning.H t costs 2 squares of movement to enter a attacks the pes so that Brainbu rn ca n judge their capabilities.
square of black water. An}' clothing or nonmetalli c armor . ;. During t he second visit, the three dreads begin the batt le,.
tha t comes i n co ntact wit h rhi black water qui ck ly becomes d rawi ng the attenrion of t he PCs so th at they don 't notice
soaked wit h oil. Character's who 20 ntin ue to wear such Brainburn's approac h . when the flameskull gets close
cloth ing or carry sucb equipment take maximum damage enough, it uses its fire rays to set the black water 011 fire , orh- .
(6 points) from fire attacks unti l it is cleaned. ~ J e rw ise, Brainburn keep s his distance . It has no in tere st in
.' ~ fi.gh tillg to t he death and flees if it is seriously cha lle nged .
' I ,. t
--
.., .<
" .~
;tl'.
BRAINBURN THE FLAMESKULLLE CR 3
hp 26 (4 HD); fast heali ng 2; DR 5j bludgeonin g
LE Tiny undead
Init +8; Sen ses darkvtston 60ft.; Listen +10, Spot +10
Languages Common, Draco nic, Infernal
AC 19, tou ch 16, fiat-footed 15
Immune co ld, fire, electr icity, undead imm un ities
Resist turn res ist ance +4; SR 19
Fort +1, Ref +5, Wi1I +S
Speed fly 50 ft. (10 sq uares) (good)
Ranged 2 fire rays +8 tou ch each (ld8 fire)
Space 2-1j2 ft.: Reach 0 ft.
Base Atk +2; Grp - 10
Spell. Like Abilities (CL4th) :
At w i ll -det ~ ,t ma gic, mage hand, ray_offros t (+8
ran ged touch)
3jd ay- blur, det ect thou ght s (DC 14), clairaudience/
clairvoyance, magic missile
1/day-fireball (DC 15), mirror im age
Abilities Str 3, Dex 18, Con - ,I nt 11, Wis 12, Cha 14
SQ rejuve natio n
Feats Alertn es s, Improved Initiative
Skills Concent ration +9, Hide +19, Liste n +10, Spot +10
f ast He aling (Ex) A flam eskulf heals 2 points of
damage each round, as long as it has 1 hit po int
remaining.
Fire Ray (Su) Range 20 feet. A flame skull ca n s hoo t
two fire rays as a sta ndard act io n,
Rejuvenatio n (Sul A destroyed f1ameskull rega ins its
full normal hit po ints in 1 hou r, even if s mas hed to
pieces . To preven t rejuvenation , its rema ins mu st be
sp rinkled with a vial of holy wate r or su bjected to a dispel
magic, dispel evil, o r remo ve curse spe ll. The flame skull's
cas te r level is 14th for the purpose of a d ispel chec k,
•
TH
• •
Encou n ter Level .
TACTICS
Th~ eyeball swarm constantly sends individual floating
Ustthn tadiuaJ t nlolm lt r WIth tltt room dtsaiption on PJgt ·S4.
~ eyes beyo nd the shroud of dUptT JantntsS to keep tabs on
in tru ders in the corri do r. Pes can make DC 25 Spot checks
W~n the res enter th is co rridor (pmbabll from t he astt,
to notice one of die strange floating eyebal! s (a success
th~ first thing they notice i ~ the u nnatural da rk ne
in the
gives.a PC the feeli ng that he or she is being watched).
dista nce. Read:
O therwise, the eyeball swarm remains hidden until a
character falls' in [h e pit or the Pes somehow discove r its
Theconidor ahead plunges into an un t1atu~~, == pr sence insi de the pool ofarcane d arkness.
absolute darkness that seems to shim mir befOft · if one or more ch aracters fall into the pit, the eye ball
you. No sound comes from the darkness, and no. swa rm attacks. It coo cent rgjea trs anecks on characters
light seems to p'n~ Irate the lhuh blackness. in the,pit , th ough many of its arracks affect everyone
• around it.
If the pe s notice one of th e eyeball scours or otherw ise
DEEPER DARKNESS discover the hidde n eyebal l swarm, the swarm attac ks. n
Th lo-foot square in the center of ·t hi~J.ong corridor is
uses every th ing it has ro defearor dnve off the PCs, doing its
cloaked in_a duperdarkntss ef(l!'ct.A ny ligh t source brought
best to stay out ofmelee range. II alternates an attack fro m
into an area of dU ptT dllTkn m is te mporari ly negate d.
its myriad eYes with its frost ray swarm. It cpens enycombar
This spe ll effl"Cl coun ters and dispe ls an y I jght spe ll of
with sphtreofbtdau lrtritnl, followed bra {rod TI1rttvaTm, and
equal or lower level (3rd level or lower), includ ing light
then sphnt of fear (in the th ird rou nd of co mbat).
and daylight.
W hen appropriate, the eyeball swarm uses Itlt kl" thceyt1
The dffpn dll,*"esi effect CDn("('"a!S· a to-foot-wid e, to-
to perform a combat mane uver fb ull rush, disarm. or trip),
t-deeppit. Although the top ofrhe pit and the co rridor
especially whena)'C get s close to !hI!' pit. )£i1lelse fails, it
",·'b~"'it
oY.. are hidden in th e arcane da rkness, th is same dark"
uses trkl:mdic ~ to perform a violent r ~M tha t hurls a
ness doesn't reach to the bonom ofthe pit.
broken barrel (deals I point of damage t a iarget it come-t
in contact with) around the corr idor. -
PITTRAP If the pe s find a way to (TO SS the pit wit hout falling in
If the Pes try to move th rough the patch of arca ne dark- or detecting the prese nce ofthe eyeball swarm, the swar m
ness without raking th e proper precaut ions, they mig ht watche s th em pass and awaits furt her ins tructions from
fall prey to a.camocflagcd pit trap. Any character w ho Xiv, j exsen's eyeb all fam iliar.
moves rhrough rhe art-ain haste auto matically falls in to
the pit. A cautious ch aracter can m ake a DC 10 Reflex save
to avoid falling into th e pit.
DEVELOPMENT .
Ar th e end Of the corridor waits the Hungry Face (se~ page
. Cam ou flaged Pit Tra p: CR 1; location trigget ; Reflex
""'i 55).T he H u ng r y FK Cpresents a l f3p that cil,P ~e raet w lt h
DC 10 avoids; 10 fet't de~'p {ld 6 fallingdamage)j Searl=!?-pc
the camouflaged pit in a number ofways. If die pes reach
S; Disable Device DC n/ a. •
1 . the H ungry Face wh hou r encounren ng' ibe pit or the eye-
ball swarm , the son ic tupcould drive I be ~Cs back toward
EY EBALL SWARM , the pit-potentia lly in a manne r that doesn't allow for
An eyeball swar m ho vers near the ceiling above th~ pit, careful treading and ends in a fall into the pit.
h idden within the area of dteptT dllTk "~S:- Whe n th e PCs Ifrhe PCsen coun rer the pita nd the eyeball swarm firsr,
get to SC'e rhe eyeball swu m (which they ca n't do while it the eyeball swarm can a l le m p l lO drive the Pes towa rd [he
hovers in sid e the arcane da rkness), read: H ung ry Face and irs son ic tra p. If th e PCs acnva te lktih
encounters at more or less the same ti me, they can w)nd
Hundreds of tiny flying orbs, each lvitha central up caught between a rock and a ha rd place. Wilh sOn ic
eye and four smalltr eytstalks, fltxit through theair _dam age from the west, a ca mouflaged pit trap in the east ,
in a dose jumble,appranng to look in all directions and an aggressive eye ball swa rm swooping down from
at Once. AfttT a moment, many oftheryestalks above, this stretch oft or ridor ca n prow to be exceedingly
turn toward )'l'", andallal onu the eyes unleash ehalltrtging for an unpre-pared gro up of adventurers.
Remember that the sonic trap deals Id6 poi nts of
blastsof energy itt all directions.
,t"iiil:"',=~:::;~..
I = ":"::1;.':';l::::'C;:j:;::t:::':;:'i:i:il~
.
sonic damage eVl"qtrou nd to creatu res wit hin 50 feet of
the Hungry Face, to a m.(xirnum of IOd6 points of some
dimage jf a char acter re m\t i n ~ in tht' area for the duration
of the eftect.
1
BEHOLDER KIN , EYEBALL SWARM CR 4 Hive Mind (EX) All eye ball behol derk in within a swa rm are in
hp 21 (6 HD) consta nt commun ication . If one is aware of a particula r
NE Diminut ive aberra tion (swarm) da nge r, t hey all are. If one in a n enco unte r is not
Init +3; Sen ses all-arou nd vision, da rkvlstcn 60 ft.; Listen +3, s urpr ised. no ne of the m are.
Myriad Eyes An eye ball swarm can use its eye rays in conce rt
Spot +8
to create powe rful spell-like effects. Only o ne of the
AC 18, touch 17, flat-footed 15 following fou r powers can be used per round , and no
Immune charm. command effects power can be used more t ha n once every ot her round.
Fort +1, Ref +5, Will +7
Speed 5 ft. (1 square), fly 40 ft. (good )
Melee swarm (2d6 plus dist raction)
' .. Fros t Ray Swarm (Sp) An eyeball swarm can shoot
•-. mu ltiple rays oH rost in all direct ions, dealing automatic
cold damage to any c reatu re within 25 feet of the swa rm,
Ranged fros t ray swa rm (2d3 cold) with no attack roll nee ded . Frost ray swarm att acks are
Space 10 ft.; Reach 0 ft. not s ubject to a miss chance for concealment or cover.
Base Atk +4; Grp - , The rays do not threate n creatu res within ra nge and
At k Options myriad eyes' cannot be used to make att acks of op po rtu nity.
Abilities Str 6. Dex 16, coo-s, Int 2, wrs 10, Cha 10 Telekinetic Eyes (Sp) An eyeball swarm can crea te an
SQ flight . hive mind, swarm trait s effect nearly eq uivalent to a telekinesis spell-uke a bility.
Feat s Alertness, Imp roved Initiative. Iro n Will Tele ki netic eyes create an effect identical to t he spell, but
Skills Hide +19, Listen +3, Search +6, Spot +8 this s pell-like ability is treated as a a-leve l spell, has a
range of25 feet, a nd can be used only to create. a
AII·Around Vision {EX} Eye ball swarms are exception ally aler t s ustaine d force effect .
and circums pect . Their rriany eyes given them a +4 racra l Sphere ofBedazzlement (Sp) An eye ball swa rm ca n
bonus on Spot checks and a +8 racial bo nus o n Sea rch use mu ltiple doze spell-like abilities to create a sphere of
checks. Because of this ability, an eyeball swarm can not bedazzlement with a radius of 25 feet . With in the s phe re.
be flan ked Of sn eak attacked . all living creatures with 5 o r fewer HD are sub jec t to a
Distra ction (EX) Fo rtit ude DC 12, nausea ted 1 round. daze effect.
Flight (Ex) An eyeball swarm's many bod ies are nat urally Sphere of Fe ar (Sp) An eyeba ll swa rm can us e multi ple
buoyant. This buoyancy allows it to fly at a speed of 40 cousefear s pell-like abilities to create a sphere offear with
feet. This buo yancy also gran ts t he swarm a permane nt a radiu s of25 feet . Within t he sphere, all living creatu res
featherfall effect (as the spell) with personal range. with 5 or fewer HD are subj ect to a causefe ar effect.
L
TO
~y THE
Encoun te r Le-vel 3
•
(costs 2 squares of moveme nt ins tead of u Also, wh ile
movi ng into a c aluop-6 tl~ square or while spending a
US( litIs tl1clical ( " coulllt t U'I'n 'hi r oom -dt sn-iptiotl on ro und ' tanding in a caltrop-filled square, ac reature or c har-
pllgt 55. acter mu st make a DC 25 Reflex save to avoid damage . A
c haracter adds h is or her armor bonus to the savi ng th row
is encou nter rakes place at the site of a recent batt le to reflec t t he protection offered by suc h eq uip me nt. (Fo r
between a pack of grel ls and a le arn of adventurers ,hat exa mple, a c ha racte r wearing learh..r armo r adds +2 to the
called itselfthe CotnpJ nyof the Viole! Wyrm. Most ofthe savi ng th row, whi le a character wearing full plate add s +8.)
combar:mrSwere killed, including all th e adventurers. Two A fa iled save in dicat es that t he caltrops deal td4 po ints or
grells sur vived. They remain in th is thamber;hoping to datrlage.
catch other prey seeking to use the portal on the fa r wall A crea ture or c ha racte r who k nows tha t the caltrops are
to leave the d un geo n. in a ,s qu a ~ gets an additi ona~;t"l crrcumsrance bonus wh en
makin g a saving t hrow,
A creat ure o r c harac ter who tries to run o r c harge
THE MAIN ROOM t h rough a caltrop-covere d squ3re m ust immed iately stop
The grells have left the main po rtion o f this large cha m-
movi ng and ma ke a succ ess ful save to avoid dam age.
ber mosrly the way it was ar'rhe end of t he battle. The
bod ies of the dead adven tu rers rema in sca tte red bet ween
rhe en rrywa y an d the portal , lefr bor h a SI Jure for would-
be loo ters and as a warning to th ose wi..th mo re sense than
greed. The bod ies conta in a li m ited amount of t re asure 2 GREll JUYENILES l oM CR 2
for t ho se w ini ng to searc h the grisly re m ains. Anyo ne hp 9 each (2 HO)
who closely exarai aes a body nonces that each o ne has NE Small abe rration
~n pa n ia lly consumed. Th e remaininggrells have set Init +2; Sense s blindsight 60 ft.; Liste n +2
them upas bait for addi tional prey.-but in t he meantime Languages Grell
th e y ate eating th e bodies little by little to keep their AC 15, touch u , flat-footed n
hunger at bay. Immun e elect ricity, pa ralysis. sightless
The grells bave cove red sections of the floor with cal- Fort +0, Ref +2, Will +3
rrops. See below for r ule s co nce rn ing caltrops in t his Speed 5 ft. (1 squ a re), fly 30 ft. (pe rfect)
e ncoun ter. Melee 10 ten tacles +4 each (l d3-1 plus paralyzatio n)
Space 5 ft .: Reach 5 ft. (10 ft. with tentacle )
Base Atk +1; Grp +6
THESMALLCHAMBER Atk Opti ons constrict, improved grab
.Th e members of the grell pack killed in the battle with Special Actions pa ralysis
the Co mpany of th e Violet Wyrm were hidd.en. in th e
Abilities Str 8, Oex 15. Con 10. tnt 8, Wis 11 , Cha 9
sm ~ l lc h a m bCroff l he m ain room by the survtvt ng grellg.
Feat s Weapon Finesse
O rhe r th an the g rell bodies, the re is nothing to fitfd in Skills Hide +14, Liste n +2, Move Silently +4
th is area.
Con str ict (Ex) On a s uccess ful grapp le chec k, a juvenile
,,
I
r •
MONSTERS TREASU RE
f¥
The grell juveniles start thi s enc ount er lurking near the Several items worth salvaging can be fOundamid tIie bodie s
ceiling, high above the e ntryway. Wh en the pe s enter the i.nthe main ro0111, including a pohon a/curemoderMe wounds,
room, rhe 'grells glide down to attack. Read: .• a rn a st~rwork silver dagger, a scroll of l OpeIrick, and a wand
ofburning hand5 (25 charges).
Two horrible, misshapen creatures thaf rcsrntbl A DC 15 Search check made"m the small chamber to
largefloa tingbrainswith tentadesJ2nd shErp lk ab the north allows 3 PC to notice a thre adbare s ac~ in the far
glidetoward you. Each has 11 bulbous body that ". corner, under some dust and other dirt and debri s.The sack ..
-' seems tafloat in the air ofits own volition:·I 'e 111 tmg,.,,_ ~. col minf 100 silver pieces and 20 gold pteces, al well as a
spiny tentacles hang from the bottom of their vOlli,es,_ masterwork warhammer. , •
twisting in theair like biting snakes: . •
1
PORTAL •
This portal is a one-wiy;1imired use portal that transports
users to the deep woods far from th e city.The portal appears
as a glowi ng fisr-stzed area ofbnlltanr blue radian ce om the
wall opposite the entryway.-When the porta l glow s blue , it '
ind icates th at the portal functions as nothing more than an
elaborate, magic\\night light.On th e night of a new moon,
the por tal glows green. The green glow indicates thllt th e
portal magic is now active.
An in.~criBtion beneath the glowing port al rea~s,';Find
ye.a nice daY....,..without."Anyone who reads the inscription
while the port alglows green is immediately whisked away
- to the Forest Kingdom , a"place far. from- th e confin e~ of ;'
Undermoun taIp or th e city above~ '~ ,,~ '"
TACTICS "" _
The grell juve~iles have p'ositione~fthe fallen bedte s O'f the
COfupany of the Violet Wy~m so as to att ract th~ attention of
_other adveI'J.tdr rs or Undermount:iin scaveng~rs th at they
can attack. Of cours e, wnhour orher prey to c:onsumc", "the
young grells have been system atically feasting on the f aUe
adventurers, ~6 any examination r~veals that the bodies ha~e
been rou.tiIated and partte lly consumed, .-
The grell;uvep iles hid thei r fallen paclmatesin the shtall
room ro th e north-so [va~ any new prey dcesn'r im.medi'atelY ~
reaHu Yfhat has happen ed in th is chamber. They havC"also~
placed calrrops in a number of squares to slow and oth"ttwise
hinder anyone who enters the main chamber..~ . .•~"'!!~.~"'.
Wh ~n the pe s arrive.the grells attempt tos tayo ut 0 sight
near th e ceiling until after th e pe s enter and pass O\~r at
least some of the ca[trop-trapped squares: Then th ey ,drop :-
down and attack wh fchever characrer looks most hindered
and vulnerable. " ~,
If the gre1ls can manage to paralyze one of the pe s, the y --"'"
wrap th eir tent acles around the cha racter and flee south -
toward location 16. They ho pe to reach th·at area wh ere
th ey can floa't'above the well and consume the ir victim in
peace-c-usin gt he nearby sum moning Dote tc deter anY6n~
that might try to borher rhem (such as oth er pe s). See page -
56 for informa tion on location 16. '!IF
If the grells can't paralyze or otherwise defeat the pes,
they flee at th e firsr sign that they art' losing the fight. (T his
might not No apparent to the grells until one of th e monsters
is defeat;d.) A fleeing grdl heads for location 16-: .
"'-
-
~lll G .
•
En counter Level s •
•
•
Something remarkable happens 10 to 40 (t d~ x I O)
minute'S after the dus t settles. Any characters sti ll on the
Ust Om Jad ieal ,"(oamler It'l!h th c room "dtscr iptwfl on bottom land in g at r is time gel to see the trap magiCally
pogc 56., • reset itself. Read: .
The PCs begin thi lOenrountt'!'whl."n they get wit hin 50 feet Suddenly, all the fallen dustand rubble begins to
oflocanon 13.At this point in their navels, theygetclose rise silently toward the ceiling. In a moment, the
enoug h 10 th e stairc ase that leads up to the Citadel of the way up the.slairs is efra r.
Bloody-Hand {Q set off the magic trap deSigned
&~,;o~k;'i,~p~o;l:;i;j
intruders from reachi ng the h igher level. Read;.:; Anyone who remained at location 13 aft er the trap ran its
course C3n ~ow proce ed up,.thl:. stairs w ithout activating
You feel a rumble resonating Jeep in the stone, the trap again , The trap isn't th e on ly defender set to bar
-around you;[ollOt ed by a roar ,\ot ,unlike thunaer the pathway up, however,
emanahngfrom,somewhere overhead.lt sounds
like the enttre dungeon is about to collapse! _
- .J • STAIRS
The stairs ard steep enough 10 impac t mo~'ement and is
The sound leads rhe Pes toward location 13, where evt-
cons idered a steep slope. Cr eatu res ga in a -+1 bo nus on
de nce of -an actual cave-In becomes readily appa renl,
melee an acks agai nst foes downslope fro m rhem. Cresru res
Read:
moving up the sta irs must spe nd 2 squares or movemen t
to enter each square of a steep slope. c ha racters run ning,
The wallsaround you shake, and the stairrast or ch arging on the sta irs rnust succeed on a DC 10 Balance
ahead ofyou seems to rock and roll in time to the check upo n ent eri ng th~ firsl staircase sqtV re_The DC of
~l P rumbling_Dust begins to [all in clouds Tumble checki"on' tht" staircase in creases ~ 2..
somewhm up the staircase, Then small stones •
bouncedown the stain.. More rumbles and groans
follow, and larger stones crash down from cbove. 2 FLAMINC SPHER ES CR3
Befo re thedust seults, a grating nOise u hoes hp 19 each (3 H D); DR lO/magic
through thearea as even largM' dones shift and l iving speU'''1l Raming sphere
grind in th_f' darkness aoovt. Afinal surgeof N Medium ooz e
Init - 1; senses blindsight 60 ft.
tumbling stones rams down fro m aboVl\ and
suddenly tvtrything becomesSIlent. AC 11 , touch 11 , Rat-footed 11
Imm une ooze immunities
'"
The,Pes can become discon cert ed by all the noi se and fall:
SR 13
Fort +2, Ref +0, Will +0
ing stones, but th e on ly rea l danger occ urs ifa cha rqcjer is
Speed 40 ft . {8 squ ares), jump 30 ft.
actu ally on rhe sta irs when the trap is in effect . 'lbe 'ru m-
Melee slam +3 (1 d4+1 plus 2d6 fire)
hling and falli ng stones last for 6 rounds, begi nning the Base Atle +2; Grp +3
mom ent wh en in truders get wi th in 50 fee t of locat ion 13. Atk Options engu lf '
Any ch aracter orcreature on the stairs wh en t he tfap i~ in
Abilities Str 12, Dex 9, Con 12, Int - , Wis 9, Cha 12
effect takes 3d6 po in ts of bludgconing da mage each rou nd
from th e falling stones (Reflex DC t 5 for halfdamage). Flam ing Sphere (Su) A crea ture hit by a living Raming
s phere's slam snack or engulfed by it is dea lt 2d6
AftC"!"the dust settles, those on the landing at the bouom
of th e stairs (loca tion 13) see that th e war up is enrirely
points of fire damage (ReRex DC 1] negates).
Engulf (Ex) A living flam ing sphere ca n flow aroun d
•
blocked by th e fallen stone. creatures that fit within its space as a standard action.
The Raming s phere merely has to move over the
opponents , affect ing as many lIS it can cover.
Opponents can make attacks of opportunity against
the living s pell, but jf they do so they are not ent itled to
a saving throw . Those who do not att empt atta cks of
op po rtunity must s uccee d on a DC 13 Reflex save or be
engulfed; on a success, they are push ed back or aside
(oppone nt's choice) as,the s pell mo ves forward.
Engulfed creatures are s ubject to the full normal effect
of the spell each round, on the flaming sphere's turn ,
and are con sidered to be grappled.
MONST R '-1I
Two living spell s wait in the darkness above to attack any
intruders who manage to climb the stairs. A' soon as::8 PC
steps onto the sta irs, read :
Th~ is Ihestyre's Itortud ring, offe~ed to the PCs to Help them
accomplish the ir mission in Undermountain . sd pagellS
for details on th is new magic item .
EN DGAME
Two blazing glob£' of fire bounce auf ofthedarn.ess
I_
Th is encount er ends when jbeslyra Withdraws BaCk to the
at the top 04 the stairs, burning the · wa toward you Citadel of the Bloody H and, th e shimmering wehshnnktng
with a purpose that appears malignant. . inrc a pinpoin r of silve r light th.1t hovers before the pe s for
-:. amomefit and rhen win ks Out.
]hesiyra leaves a wall offorce (C l 19th) in her wake that
'TACTICS • prevent s the PCs from usi ng the falling sta ir to reach the
Th e liv ing Ilarning sphe res roll dow n th e su its , seeking ro Citadel of the Bloody Hand. If a PC reached into the gloW
('ng ulf anyone on Ih(" ~l.11 i ". O ne sphere stays above Or at and rerrieved the ho,ntd ring, Jhesiy ra depa rts right after that
rhe sareeelevanon as Ihe lead character,actively working to event. If th e PCs ig no re- rhe visions and altempt to at tack or
prevent intrude" from pIning access to the Citadel ofth e move past the livin g spe ll, Jhesiyra departs "'lilhout giving
Blood y H and . Th~ other sphere bo unces aro un d. rryirig to them the horned rl ni.
dam age and drive off as rnan y of the irn ruders as poss ible. •
Both livi ng spells my on the staircase or w ithin the land-
ing;they don't chase any PCi who retre.a! from the area.The
livi ng spells fight un til the y are destroyed.
DEVELOPMENT
ftet the Pes defeallhe living flaming sphe res, they appar-
t'ntly have a clear path up the Slain 10 the Citadel of the
Bloody Hand. Appearanc es can be deceiving, howeven. j f
the Pes atte~p'l to asce nd rbe st(' pi~ re-ad:
•
CHOKER IDORS
•
Encou n ter Le vel ..
·TACTICS
The two chokers work as a team, seek ing to cove r eac h
VIr this l acireal " ,colltlftr wilh tht room description 0"
orb... r ~s th e y anack and wi t hdra w. I n the ambush sce-
J"Igt 56.
nario, t he choke r in t he crawl-corr idor attempts to grab oil
~
Sma ll PC o r otherwise draw some of the opeonents into
ts encou nrer ~gi nlll when the PCs enter location 15.-
the small maze of warrens it calls home.The orhercboker,
The- ce iling in this pan of the du ngeon is 20 fu-r above
meanwhile, snC'aks across t he ceil ing to ei ther attack the
t he floor . The PCsJulo mal lc:J lly nonce the ru ngs leading
Pes from behind or to fo llow th em in to t he crawl-corridor,
10 rwc epentngs 18 (eel up rhe wall. TWQ iliding wooden
If possible, t he chokers attempt to split thei r foes, draw-
panels cover the openings: O~ is dosed, the otber open,
ing smaller opponent s after them faster tha n their larger
This encounter can take one of two patbs-c-euher the PCs
a llies c an rnO\'e. .. . ....
ca n explore the c rawl-co rridors and ru n into the c ho ke rs,
RC'membe'r that,the choke rs gel to take an ex tra move or
Oldie c!l3kencan:afuiCk a..~ the PCs kave the area, ambusn::
sta ndard action each round. VSf' this extra action to at tack,
ing them as (hey move to de part locanon 15.
This encounter 15 wrirren assuming that the PCs decide
move , a nd attack , or to ke-ep the cho kers out of dire<t con-
tact with Pes trying to e ngage t hem in mele e.
not to explore the crawl-corridors and ins tead decide [0
leave fhi ... area. The chokers begin a coord inated etIDn to
[ure the PCs Into an ambush. As t he PCs exit location 15,
movi ng away (rom the crawl-corridors (either by the east
2 CHOKER S CR 2
co rr idor o r t he sou th passage), read : hp 16 each (3 HO)
CE Small abe rratio n
You ht'ar a noise behind you. In the dark Init +6; s enses dark vision 60 ft.; listen +1, Spot +1
,rawlspact beyond the. optn panel, malicious, languilges Undercommon ."
glowing ryes stare hungrily at you. Suddtnly, an AC 17. touch 13. Hat-footed 15
unnaturally long limb whips down from above, its Fort +2, Ref +5, Will +4
barbtd, dawM hand muhingfor you. Speed 20 ft. (4 squ ares), climb 10 ft.
MONSTER
, Melee 2 tent acles +6 e ach (ld3 +3)
Space 5 It.: Reach 10 ft.
Base Atk +2; Crp +5
Th e creatu res lu rking in this en counter are cho kers. O ne Atk Opti on s improved grab , co ns trict
cho ker prow ls the crawl-corrido r while th e ether hide s Specia l Actions quic kness
in rbe c hambe r's far alcove, perched near the ceiling. Tb(' Abilities Str 16, Dex 14, Con 13, Inl4, Wis 13, Cha 7
cho kers are a mated pa ir th at use the crawl-<orridors as a Feats Im proved lnltlative", lightning Reflexes , Stealt hy
lair. They h u m fo r prey in the room outside the crawl-cor- Skills Climb +13·, Hide +10, Move Silently +6
rtdors {locano n't S),wain ng for unsuspccrt ng adven turers Constrict (E):) A cho ker deal s 1d3+3 points of dam age with
o r ot her creatures to wander by,They rarely have to w~('r a s uccessful grapp le check agains t a Large or smaller
deeper into the dungeo n i n searc h of prey, s i nc~ few crea t ure. Because the cho ke r seize s its victim by t he
adventure rs th ink to watch t he cei li ng as t hey ex plore neck, a c reature i!'l the cho ke r's grasp cannot spe ak Of
Under rnountat a . ~ cast spe lls with verba! compo nents.
Whe n the pe s ge t a good look at a choker, read: - Improved Crab (Ell)To use th is ability, a choker must hit a
~ -
l a rge or s ma ller op po ne nt wlth a tentacle attack. It can
It strikes from outof the high shadows, its long. spin- the n at tem pt to start a grapple as a free act ion without
provoking atta cks of op po rt unity. If it wins the grappl e
dly limbs whipping toward you likeflailingtentacles. chec k, it esta blishes a ho ld and can co nst rict. Chokers
£adl limb ends in a sharp..d~wed hand, the palm have a +4 racial bo nus o n grap ple checks.
covered in dozens ofwicked barbs. Thecreature's body Qu ickness (Su) Althou gh not par ticularly de xterous , a
is shon and hairless, lvilh maUled flesh and large, choke r is supernaturallyquick. It ca n take a n extra
sharp !teth. U hisses as it attackJ, easily gripping the standa rd actio n o r move act ion du ring its turn each
round. .
wall abow you and climbing to stay out of your Skills *A cho ker has il +8 racial bonu s o n Climb checks . In
muh- .while ~teping you within its reach_ addition, it can alw.ilYs choose to take 10when milking
a Climb chec k, even if rus hed or threatened .
,
t
· t . ,
The chokers take full advantage of rhelr Small S1Ze-And in the d ungeon (for instance, ~.·I alf your party rtUSl stand
their long reach (10 (' tot) when battling Medium and La rge on the stairs whi le th e other half walk s 60 feet IIway, and
creatures. . I "tber 'sa po rta l er th e bottom ofthe well in the round roo m
If the Pes art' partic ularly rough and the chokers are to th e sou th").
losin g the banle, they attempt !O flee to another part o f the If th e PCs leave one of th e chokers' alive and ang ry, it
du ngeon. When a choker flees, It rakes th ree move acrions stalks them throughout the du ngeon and watches for the
each turn as it withdraws. If one choker is killed an d th e best opport unity to bring harm to th e advent ure] s-
orher escapes. the survivor stalks th e PO anJ warts ~hr an
opportunity 10 exact revenge. CO' I :'TRf.ASURE
THE CRAWL-CORRIDORS
The crawl-corrido rs can be reached by climbing rhe r ungs
I In addit ion to getti ng in formation our of rhe chokers (either
through diplomacy or force), the PCs o n fi. nd a pite'bfdebrili
near the back of the crawl-corrido rs. Ato p the pile lie th~
set in the north wall ofth is chambe r. The rungs are evenly rema in s of a long-d ead ex plorer.H is onlygear worth salvag-
spaced and lead 18 feel Uf,llhe wall to IWO e-fooe-htgh, s-foct- ing is a mithral shi rt .
wide tunnels.Twoslidfnt ;",'OOden panels can be used [ 0 seal
off the runnels. Whe n th e Pes Mrst enrer rhis area , the panel
on the right is d osed and th e panel on the left is partially
open. revealing a dark space" behind it. A rhird panel, cur-
rtntly closed, divide'S the run nel on the right.
Small and smaller creatures (includ ing the chokers} are
unhindered -by th e low headroo m in the TUnnels. Med iu m
creatures are consldceed 10 be kneeli ng or crawling w hile
moving in the crawl-corndcrs. Medium creatures ta ke a-2
ptnalty ro Atmor Cuss against melee atta cks when figh ting
tnslde [h-e run nels, and they can only move at half speed.
Large creatu res are considered to be prone wh ile in the
tun nels. Large creatures rake a - -4 pena lty on melee arrack
rolls, can no t m ake ra nged attack s, and can move alonly
one ·quarte-rspeed. Huge and larger creatures do riot fit in
the cn wl-cor ridprs. -
For all of th e'fe reasons, th e chokers prefer to fight o p~
nenr s inside their lair.
DEVELOPMENTS "
The se c ken; are gre-edy, like most of thei r kind. If the
P.:Cs spot one of the chokers befor e cOmbat begins, they
ml,ght be able to bribe the creature with food an d everi ask
tr ques tions i n~ t~ d of getting into a fight: This I't'qufres a
nel SDiplomacy ch eck and the offer of1it least one d ay's
worth of rations. -
If th e pe s reach an agreeme nt w ith the chokers. and
ca n ccnimuntca re wit h the cr eatures ), th ey can ask ~b6ut
the surroundi ng area. The chokers can warn the PCs a'bout
locatio n 16, or di rect them to the Falli ng Stai r (locarion 13)
and explain how to get past th e trap, and the y know ho w to
activate the por tal at locat ion H .The in formation abou t the
por tal is worth more than a meal to th e chokers , however. For .e,
th e Pes 10 gain thi s knowledge, they must mak e a successful
DC 2S Diplomac y check. Ifthey sweeten th e pot with gold;
the pc decreases by I for eac h gold piece th e PCs offer. For
examp le, if th e PCs offer 5 gp to the chokers , then th e- DC
of th e check is 20.
The PCs can also attempt togain this kindofinforma tion
after they defeat or capt ure one of the chokers. Angry and
u ncooperative, a threa tened cho ker prov ides false informa-
tion in hopes of sending th e Pes to their dea ths elsewhere
~
HA 8EROE!H£
• ,
Encoun ter Leve l 4
~F I RST VIEW
When the pe s emer his chambe r tor the first tim e, read:
Use lhis lllcllcal ,ncoun lt r With l~e room discripfwm on
56.
p.tgt '"
The chamber before you has smooth;curving walls
A nLimber ofl;lt'~l u~s might col1lf' tolhis dUmber to seek thaI form a dome 40 fed overhead. In the center of
protection from the mo nster that lairs here or 10 lure the the chamber, an unadorntd circular hole ha s been
PCs into a deadly encounter. cuI in the stone floor. No wall or railing surrou nds
The gre lljuvenile:s from location 12,fore](dmple.like JO _the_hole. but it re m inds you ofa u 'f ll nonetheless.
bring prey here so that rhey can eat in peace.They like to = ""'-'l1tis cham~r sums colda fha" the rest a/this level
hover within th e well, feasting in reluive safely because ofthe Jl.m gron, but the air in h~ is stil~ n o breere
few ~enize ns of the Dungeon LeW'! want to d!slur\the bloM from the depths of1htiw !~ and nothing sliTS
cre~ ture th at ltves Within the ~lL 'l!'; in this seeminglyempty chambtr.
The choke" (location t 5) als flee to this locanon in •
an attempt to lure adventuren into a situation they can't
ban dle. . _ T HE WEl l
In gen era l, ,hou/tti, th e PCs"miglu wande r in ro rbe If the PCs approach the well and peer i nsi~e~ read :
of
Chamber the Well ofTheir ow n accord This encoun ter
is written using just the creature that liveS in the well . The well drops some 30 fed into the dept~§ of
See Developments for ways to erea.re a mo re com plica ted Undermountain, where a thick dogojspiderwebs
encount er. bloclu your view.That might be the bottom 'of the
• well, or thewell might Jesund etltn dcrper. T--or a
moment, allis .still Then a monstrotiJ spidtr
MMJ emergesfrom tne tangle of webS and begiru to
SUMMON I N C OOZE CR 4 climb the wall of the well t.oward you.
hp 42 (5 HO): fast he4l ling S
N Medium ooze
. . ~
Init +4: Senses blindsi ght 60 ft.; li sten +9 The rhick ta ngle of webs th at dogs the bottom of l lit well
AC 17. to uch 10, flat-footed 17 shaf is an illusion, a pm n lllu ni image(CL zorh) hid ing the
Immune acid. fire, ooze immunities mOIlS I~r thai lives at the bottom of the well.
f ort +6, Ref +1 , Will +2 Any ch aracter fall ing into th e well drops th rough the
Speed 20 ft. (4 squares), climb 10 ft . (2 squares) illu sory webs to th e floor +0feet below (+&6 points of fall.
Melee 2 slams +5 each (ld8+2 plus ld6 acid) ing damage).
Base Atk +3; Crp +S
Special Actions summo n monster MON STER
Abilities 5tr 14, Dex 10, Con 16, Int la, Wis 12, Cha 14'- A summonlng U07.e lurks in the depth·s cf ihe well. If the
Feats Augm ent Summon ing9 , Great Fortitude , Improved pe s can see past rhe illu sory webs, or if rhey reach the
Initiative bonom of the well , read: .•
ski lls Climb ..10, Concentratio n +10, Hide +8, li sten +9,
Move Silently +5 ,
At the bottom of thewdlliesa $-dafinou§ creature.
Summ on Monster (Sp) On ce per round as a st andard
act ion, a summoning ooze ca n s um mon a Small It is nearly transparent e'!Cupf Jor a number of
fiendis h mo ns trous spider as per th e summon monster I strangely gfowmg arrane symbols that float wit~jn
spell (CL 20th). Tht' summoned s pider remains for 20 its protoplasm. The symbols form. a c!rrle withi">
round s or unt il slain. A summoning ooze can summon theoou, glowing and pulsing as it moves.
a maxim um of twice its Hit Dice in creatures pe r day. ,
Due to the ooze's Augment Summoning fea t, its .'
s um mo ned creatures have a +4 enhancement bonus to
Strength and Cons titution for the duration of the
ab ility's effect.
• ,
TACTIC DEVELOPMENTS
The sum mo ning oo ze lurks beneath th e perma nf nllmdge of If th e PCs follow a g rell juvenile to tllii loc ation , th ey find
the web, usfng its summon mom !tr ability 10 summon one the mons ter hoveri ng insid e the well, about 10 fee l below
Small fiendish monstro us spider per round. The sum m oned [he level of the floor .The summonmg coze ignores the grell.
sp iders cli mb up th e well shaft to atta ck the intruding Pes. since it is accustomed to its presence and doesn't pcrteiveit [0
Since th e illu sion and d ie OO:l:(" ~ im mune to-add and fire, be a da nger. The PCswon't be so luc ky. As [he PO pproach
neither reacts to such attacks. However, if attacked byphysi- the well, the summoning OOU begins irs tact ics asdescr lbed .
cal projectIles,such as arrows or magu:-bizsed.energy an acks, " sum mo ni ng a fiendish monstrous spider ew-ry round to
the ooze climbs up th e WE'll shaft and joi ns the spiders in :. a"track die in truders .The gre ll co ntinues to feast n less it is
the ir snacks againsi lhe Pes . attacked by the Pes. If att acke d, the grelldrops iU prey into
Th e sum moning ooze considers any intrusion [0 he an rhe well (3d6 point s of falling damage (rom the grelb loca
att ack and reacts accbrdingly.Jt doe sn't consider the g rell non) an d he lps the spiders att ack the Pes.
juveniles (from location 12) ort he ch okers (from location Is) H rhe Pes chase th e cho kers into rhis cha mber. rhe chok-
to be int rude rs, hut the i'Cs certa in ly fall Into tha t care,gory. ers use th e room to their best advantage.The y climb high up
If the pe s approach tlie"~ell in th e center of the charnbe-r, the dome 10 avoid mel ee att ack s. Th ey lead the Pes toward
the sum mo n ing ooze anack s. the well to get the summon ing ooze's mention. Th ey even
altempt 10 grab a PC and toss h im or her into th e well ,hoping
.. 'that if th e fall ing da mage doesn't do in the PC, meeting the '
sum mon ing ooze up d ose and personal will.
S U M M O N ED SPIDERS (1 PER RO UN D) CR 1/2 ••
hp 6 (1 HD) 1
Small fie! ndish mo nst rous spider
NE Small mag ical beast (e!xtraplanar)
Init +3; Senses d arkvis lo n 60 ft ., tr em orsense 60 ft.; Listen
+0, Spot +4
AC 14, Iouch 14, flat-fooled 11
Immune vermin im m unities
Resist cold S, fire S; SR 6
Fort +2, Ref +), Will +0
Speed 30 ft. (6 squares], climb 20 ft. (4 sqUi res)
Md ee bite! +6 (ld4 plus poison)
Base Atk +0; Crp -6
Atk Op tions poison (Small mon st rous spider venom, DC 10,
ld3 Slrfld] Sir), s mite good l /day (+1 damage), web
Abilities Str 11, Dex 17, Con 14, Int ], Wis 10, Cha 2
Feats We!apon Fine!sse&
Skills Climb +1], Hide +l l ,Jump +0, Spot +4
Web (EX) These spiders can throw a web eight times pel' day.
This is similar to an att ack with a net but has a maximum
range of 50 feet, with a range increm ent errofeet, and is
effective against Medium or larger tar gets.
An ent angled creature can esc a pe with a DC 10
Escape Artist chec k Of burst a web with a DC 14 Stre ngth
check .
These spiders can create s heets of st ickywebbing up
to 10 feet square. They us ually position these s heets to
sna re flying creatures , but can also try to tra p prey on the
ground . Approaching creatures mus l succeed on a DC 20
Spot check to notice a web; otherwise they stumb le into it
and beco me! trap ped ;;IS though by a successful web
at tack. Attempts to escape or bursl the webbing gain a +5
bone s if the tripped creatu re has some!th ing to walk O TI
or grab while pulling free. Each 5·foo l secnce has 2 hit
points , and web sheet s have damage reduction 51- .
A monstrou s s pider can move acros s its own web at
its climb s peed and can pinpoint the location of any
creature touch ing its web.
-
• • • •
Encounter Level a or 6 2 BANECUARDS LE CR2
hp 26 each (4 HO); DR S/ biudgeoning
~
Use lhis ladical ( "cou n'er It'ith Ihi room -i!escripoon on NE Med ium undead
ptI8t 57. Init +0; senses darkvislon 60 ft.; Liste n +S, Spot +S
AC 13, la uch 10, Rill·footed 13
The u!lim,;II" encounter ofthe Dungeon Livd tak~ place Immune cold, undea d immu nities
in two co nnected cha mbers (loc ations 21 and 22). It sta rt s Fo rt +1, Ref +1, Will +S
when th e Pes em er th e w buchebn Mausoleum. Read: Speed 10 ft. (6 sq uOi res)
~f"'""':- ~,~ Melee 2 claws +S e ach (l d 4+1) or
The chamber ahead has a Jhgh ctilingan-d a slone Melee longsword +S (l d8+1/19-20) a nd
floor that has brttl polished toa mimJrfi nish. A claw +0 (l d4+1)
Base Atk +2: Grp +S ...
stepped dais dominates tht far end ofthe cha m~. Spell. LikeAbilities (Cl 4th):
An altar m b atopthe dais: lt1:s a smooth block of O nce ellery 3 ro und s-magi(: missile (2 miss iles, 1d4+1
unadorned stone that rises into arms at eitherend -.. damage each)
that hold partiaUy melted candlcs. ThecandIes are Once elle ry 10 minu tes-blink
unitt. Behind the mlay, coiJtring most of the wal~ Abilities Sir 16, De~ 11, Con , tnt 9, Wis 12, Cha n
hangs a rnagnifiut1t taptsfry... 1'1te tapestry depicts Feats Blind ·Fight, Combat Casti ng
a w!tite dragon rearing to attadl. ....- Skills Hide +4, listen +S, MOlle Sile ntly +4, Search +4,
Spot +S
rxcn cs . I Behind the silver mirror, Brain6u rn has h idde9 its collec-
tion of treasu re in a small alcove. See page 57 for details on
The banegu atds alternate using mQgu: rttl"s\ilts again st the
Pes in differenr rounds. At the first opportun ity, the senmd ."'. th.-'"Among
K
is treasure.
the treas ures h idden in the alcove are two ma ps
banegua rd U~ blillll: on trself ro gain th e protection oE that that can help lead the PCs deeper Inro rhe wonders ~lU nde r
spe ll (the first one used its blmkability before sreppinjr ou t mountain.
from behind the tapest ry).The ba neg uards fighr in tande m,
us ing flanks whe n avail' ble an d target ing cha rac te rs rule at •
a rim e if poss ible. The pow erful skeleto ns ban le to destroy
or drive off rbe imrudi'a\: sinl:e they are compelled to pro-
teet Brainbu rn and guard the romb beyond th e secre t d oor
behind the tapestry, :
SECRET DOOR
A secret door wait s behind the tape stry. A successful DC 20
St>arch cht"Ck is needed 19 discover the location ofthe secret
door. The ooly way 10 open rhe sec rer door from location 21
is to light the two candles 00 the altar, Lighting Ihe can dles
causes the secret door 10 sltd e ope n, revealing the hidden
tomb ~nd .
DEVELOPMENT
Re embe r rh ar Brainbu rn },al;set a menta lal.:lrm ro wamu
of . nyi nll"uders approa( h lng fl'OJ1'l the wall!"I'fj,lled corridor
(location 8'i Ifllit" • ser off the alarm , th e flamesk ull h all
been keepins tab!' on th elT progress th rou gh th is levd of
the dungeon. .
In the se~nd round of co mbat, Brai nburn ope ns Jh e
secret do~r and emerges to join the banle. The flames"Ku n.
co lleen'trates-irs atta cks on whomever th e- baneguar-cls"'are
fightin g,.hoplng to drop each PC on e at'it rime. If the boitde
seem s to be going agains t th e b n egua rds, Hrainb Jrn JQ)es-
to the ceiling ana tries to esca pe. The l1amesllull aban dons
its lair for the time bein g, seeki ng to ambush the pes as ,hey.
leave th e du nge-on in or de r to get its revenge (see"Encoun- ...,
rer 2-'"6: Bretnburn's Ambush , page 68;' Wh en Brainburn
appears, read -
•
-.~
~---,--:-.".-BACKGROU~
• -. 2
hi s chapter describes the mo sli y unk nown -;
.
seco nd level ofUnder mountain , also kn own
as the Storeroom LeveL·"rhe
. encaU'nters
presented here occur at the border between
Compared to the infamous and freq uently (if trag ically)
explor ed partsof the uppermost Undermou ntain level, Level
2 is sti ll very mysterious, wirh large areas unmapped and
•
two different groups of monster s- undead unvisited in recent memor y. Small tribes of evil h um anoids
of
guardians a de-ad lord's'tomb and an Im m aru redeep- vie for ter rit pry w"ith doppe~a ?~ers, wererats,and roaming
spawn and her brood ofminions. A group oEr cs sh ould
reach 4th level by the end of th is chapter jmlssion.XP
awar ds and ra ndo m enco unters are available to ensure-
pack s of undead, whi le hungry beasts and traps snag rhe
weak and u nwar y. No rmally, few surfa ce-dwellers come to ""
this level-s-and even fewer ret urn . But with th e death of
-.
that this level goal Is achieved if the PCs byPass or Halaster an d the sha king of Un dermounta in, ward s have
fail at the included combat encounters. Most of the collapsed, tunnels have opened, an d this area is now ready
tactical encou nters for th ~ ch apter are challeng ing, to be exp lored.
and foolh ardy pe s might bite off mor e tha n t he"y can
chew. Don't hesitat e to remi nd the players that th e-ir DOPPELGANGERS IN NEED
characters can run away if th e dan ger is t oo great.
• '2 - One-of the more clever groups living here is the doppelgang-
ers. who lack the num bers and physical might to overwhelm
their rivals but make up for it in intelli ge-nce, stealth, and
intrigue. They pit the orcs again st th e bugbears, th e trolls
agains t th e ogres. They bribe th e werer au to keep watch
agai ns t the errins. They use their shapec hanging abilit ies
to foste r con flict and str ife betwe en othe r power groups
that helps keep the level saft" for the doppelgangers, since
the others are too busy dealing with each othe r to wor ry
aboer them .
After many years oftr ying, the dopplegangers have negon- powerful curses 10 protect their makesh th rombs.addtng to
ated an allia nce with rbe cloakers of the deepe r levels. The rhe mayhem of tbe dungecn. Some of rhese tombs are norh-
two groups h ave reached a cautious agreement, wirh th e ing more than a sing le room with a sealed door, but a few
cloakers supplying information and resources from the most have multiple chambers with guardia ns and offeri ngs 10 the
remote pans of t he Underda rk and th e doppelga ngers han- deceased. O ne such tomb is the Crvpr of veldoon
d ling contacts with the sur face world. Together. they hope lord Yeldoon was the chartsmanc third son from a mi nor
to exte nd their influe nce th roughout Under mounrain and noble- family ofa far-o ff city. Yeldoon wasexiled after a scandal
evenrually into the city above. involving him self and several h igh-status nobles' daughters.
In a stroke of luck, th e- doppelgangers located th e site Il l' came to the city above Und erm ount ain to escape {he
where- Halastcr was prepa ri ng his great spell to prote ct rumors and repercussions of h is actions, where he made a
Underm ounr ain from the threat he envisioned . Tho ugh the small fort un e gambli ng the money his family provided for
magic is un finis hed, ir is still a powerful resource for whoeve r h is exile. He sponsored a few adventu ri ng groups 10 explore
cont rols it. Unfortu nately for the doppelgangers, the drow parts of Undermountam, even h iring one to escort him there
located it at almost the same lime, and the two gro ups now 10 sightsee. At some point, he acqu ired a cursed magic item
contend against each other for control of rhe sire(see Chap ter rhar pushed hi s ecce nmcmes a lillie 100 far, and he became
S:Thl" Mare for mort" informa tion on th is conflict). obsessed with the dungeons. He made arrange men ts 10 be
The doppelgangers are outnumbered and desperately buried in a sealed tcmb.jhreatemng to curse and hau nt his
seeking help against the drow. To this end, they encourage close circle of frie nds if they didn't follow through on his
adventurers in the city to explore Unde rmo untain. They wishes. He died in a fall twenty years ago and was buried
watch for some who mi~h t be will ing to help them againsl accord ing to his wishes.
rhe d rew, or for those who can be steered in that direction. Afrer the shakeup in Undermountain, a group of adventu r-
Doppelgangers lur k in the cit y, in inns and other places ers discovered Yeldoon's crypt and broke us seal. As it tu rn s
where adventure-rs congregate, disguised and blendi ng in out, Yeldoon's words car ried some power.eitherthrough force
as best they can, selling or giving away parti al maps to the of will , a bought spell, or the cursed magic item buried with
upper levels of Undc rrnoun tatn, pointin g O U I forgotten pot- him. the would-be graw robbers were kil led by monsters
tals tha t lead into the du ngeon, or even hiring adven t urers and now serve as undead defende rs ofYeldoons cry pl.
outright to exp lore below. They have set up a safe camp on
Levell where adventurers can St"11 goods , rest, and reeq uip
before going into battle again. Based on thei r observation of
T HE DEEPSPAWN
t his level was once home 10 several deepspawn '". but th e
these groups (includ ing the use of dflul thoughts), the dop-
death of Halaster inadvertently killed off most of these crea-
pelgangers expec t to have rhe "drow problem" taken ca rt" of
IUft'S.This tu rn of events proved opportune for an Immature
soon and Halaster's power source under th eir control.
deepspawn named Hukurus, which was born in a cave to the
sou th near Belkram's Fall. With the destrucnon of the drew
LORD YELDOON' S CRYPT chadel there in rhe earthquake that shook Undermou ma tn.
Th e second level of Undermo untain consists of a series of refugees fleeing the lost citadel put pressure on monsters
worked ch ambers, rooms carved by magic or humanoid lairing nearby, one of wh ich was Huk urus's mother. choos-
labor rathe-r th an by water, time, and oth er natu ral forces. ing its own survival over that of its offspring, th e moth er
With literally hun dreds of rooms, it is very easy for a sin ister, d rove Hu ku rus OU I of th e lair, and the young deepspawn
secretive, or insa ne person 10 hide thin gs on th is level, bnck- eventu ally reached the southwest parr of Level 2. Here, it
ing upa doorway or warding an enrry way ugains r intr usion. found plent y of room, available food, and no compennon
Some of these cha mbers are stock piles of stole n 1001 wa mn g from orher deeps pawn.
for rhe original cr imina ls to reclaim them. O thers are used Hukuru s is nOI fully grown and is aware of how weak it
by evil cuh isrs for secret riles or by mu rderers 10 hide their is compared to other Und ermountain mons ters. So far it is
victims where nobody will find them. O thers are vicnms being cautious. securing a cha mber for itself and sending
ofwhat some veteran Unde rmountain adventu rers cal I"the its few available spawn to clear nearby rooms of enemies
tomb urgeW _a stra nge urge 10 take one of rhese ch ambers and debris. II can spawn cn lydrow, dwarves, and gri mloc ks
as your final resring place, either entombmg you rself alive (th ree kind s of creatu res us mother captured and fed it in
or paying oth ers 10 Inter you there once you art" deceased. the lair), none of whic h are common creatures on this level.
Most of the victims of th is srrange compu lsion are former As it consumes more of the local in habitants, it wil l learn to
delvers them selves, th ough from time to time a resident of create other k ind s of spawn 10 use as servants.
the city above succum bs even th ough he or she expresse d no
mreresr in Under-mountain before. Halasrer accepte d t hese
permanent guests, because some of them amused him by fall-
ing victi m to hi s traps, and those who d id nOI ofte n cra fted
C R 3; Med ium mo nst rou s humanoid Ish apechanger): l i D
4d 8+4, hp 22; l ni t +1; Spd 30 ft.; AC 15, touc h 11, flat-foo ted
If t he PCs wande r o utsi de the area shown on th e map of
14, Base Ark .;.4, G rp +5; Ark Sla m .;.5 me lee (1d6+1); Fu ll Ark
Yeldoon's C ry pt (see page 91), t hey mig ht encou nter ot he r
Slam +5 me lee (t d6+1); SA Defec t thought s (C L ts th. W ill
mo nsters native to t his leve l. T he se e nco unters serve to steer
DC 13); SQ C ha nge shape , dar kvision 60 fr., irnmunir y to
the PCs back toward t he tac tical en cou nte rs fo r t h is po rt ion
sleep and c ha r m; Al N; SV Fort +4, Ref +5, w ill +6; Str 12,
of the adve nt ure an d to provide add itional ex pe rience if
Dex 13, Con t 2,I nt 13, W is 14, Cha 13.
the PCs need it. Th e mo nste rs o n th is l ist can also be used
skIlls linJ r.." Is: Bluff +10, Diplomac y +3, Disg uise +9,
to po pu late t he area be twee n he re and the Belkrarn's Fall
Innrmdare +3, Liste n ..6, Sense Monv e +6, Spo t +6; Dodge,
(t he ne xt c hapter), givi ng t he se nse that Undermoun tai n
G reat Portu ude.
is a living and busy place rat her th an mostly e mpt y; t hese
"t ravel e nco u nte rs" do not have to be da ngerous; t he goal is
Flyi n g Spid e rs (6) (EL 3); T hes e spiders are essen tially
to spice up t he t ravel rather t han stee r PCs back tow ard t he
Sma ll mo nst rous hu nn ng spiders with dragontlvltke w ings
mai n areas of t he adventure.
th at give th em a fly spee d of 30 feel (average maneu verabd-
poss ible ra ndom e ncoun ters are desc ribed be low.
iIY), Un li ke gro und spide rs, Ihey usua lly tra vel i n groups.
See ."'Ml d..r ,\Ianu&l l page 288 for more info rmation .
Dark m anrles (4) l E U ); These cre atures might be found
C R 1/ 2; Small ver mi n; H D Id8; h p4; I nit .;.3, Spd 40 ft., fly
any whe re, and cou ld drop unex pec tedly on PCs in the
30 ft. (aver age); AC 14, touch 14. flat-footed II; Base Atk +0;
middle of a lig ht with anothe r cre atu re. Some have learn ed
Grp -6; Atk Bile ..4 melee (ld4-2 plus poison); Fu ll AtL: Bile
to hang above thick mist (see page 86) an d d rop on creat ures
+4 me lee ( ld 4-2 plus po ison); SA poiso n ( Fort DC 10, Id3
slowed by that haza rd . See A!llll,l rr Mll'IlI111pagl' 38 for more
Slr/ l d3 Srr), web ; SQ Dark vis ion 60 Ft., rremo rse nse 60 ft..
informa tio n.
ver mi n rraus ; Al N; SV Fo rt +2, Ref +3, W ill +0 ; Str 7, Dex
CR2;Sma ll magical bea st; H D Id I0+I; h p 6; I nit +4; Spd 20
17, Co n 10, Inr ,.-, W is 10, C ha 2.
ft., fly 30 ft. (poor);AC 17, rourh I I , flar-foored 17; Base Al k +1;
sk,Ils .lIld [ ..&l is: C limb .;.11, H ide +11, Ju mp - 2, SPOI +4;
Gr p +0; Ark Slam +S mele e (l d 4+4); Full AIL: Slam +5 me lee
We apo n Finesse' .
(l d4+4); SA Dark ness, improved g rab , co ns trict (l d4+4); SQ
Blind sigh t <JO fr., Al ~ ; S V Fon +3, Ref +2, Wi ll +0; Str 16,
G nolls (6) (EL 5): Ba nds of gn olls roa m Undermounta in,
Dex 10,Con 13, tnt 2, Wi s IO, C ha 10.
o n rhe lookou t fo r g rou ps of intr ude rs t hey outnumber, T hey
sk,lls "lid I f ll l,: lIidl' +10, Listen +5, Spot +5; Impro ved
sometimes lay simple tr aps a nd wail to a mbush those who
l rut iative.
co me by (t hey also rake advantage of death pits; see page 86).
See ,\I(lmlrr ,\l.mlllll page 130 fo r more in fo r mal ion .
Dire Rats (8) (EL 3): These creatu res always hu nt i n pac ks
CR I, Med ium humanoid , HD 2d8+2, hp It ; I nit +0; SpJ
anJ an,' especi ally agg ressive. From experie nce t hey ha w
m ft. (6 sq uares), AC t 5, touch 10, flat-footed IS, Base Atk ..r,
learn ed to prefer una rmored opponents to ar mored o ne s.
Grp +3; Atk Batrleaxe +3 melee (i ds ..2/ X3) or shor tbow +1
See MOIll /t'r M,ullI'll r age 84 for more in form ation .
ranged (l dfi/x3); Fu ll Ark Battl eaxe +3 melee (l d8+2/x3 ) or
C R 1/ 3; Sma ll ani ma l; H D Id 8+1; hp 5; In ir +3; Spd Fly 40
sho rt how +1 range d (l dfi/ x3) ; SA - ; SQ Darkv ision 60 Fr.;
Ft., cl imb 20 ft., swim 20 Ir., AC 15, touc h 14, flat-foo ted 12;
A L C E; SV Fort +4, R(·f +0, wil l +0; Str 15, Dex 10, Co n 13,
Bast' Atk +0; C r p - 4; Alk Bite +4 mt'b,' (l d4 plus d isease), Full
l nt R , Wi ~ I t , Cha R.
Al k Hill' +4 nu-lce (1J 4 plus diseuse); SA Disease (Fort DC 11,
sblh ,m'! I'ellts: Liste n +2, Spo t +3; Power Att ack.
l d 3 da ys, Id3 Dex a nd Id 3 Con ); SQ Low-light vis io n, scent ,
A L N ; SV Fun +3, Rl'f +5, w ill +3, SIr to, Oex 17, Ca n 12, l ru
Ogres (2) (ElS);Th t'st· br utes [ike to bull y evi l humanoids
1, Wis 12, C ha 4.
a nd eat visiting s urface-d welle rs. Sometimes t hey team up
s kill! MId !'t',ils:Climb .;. 11, Hide .;.8, Listen .;.4, Move Silent ly
with orcs o r wer e rars. Sr I' .~f{l n s tf r ....'llnulll page 198 for mo re
+4, Spo t +4, Swim +1I, Alertness, Weapon Finesse",
in for mation .
C R 3; Large g ian t; H () 4d8+1 1; hp 29; lnit - I; SpJ s oft. in
Doppelgangers (2) (EL 5) o r (4) (EL 7); T hes e cre atu res
h ide ar mo r, base spe ed 40 ft.; AC 16, ro uch 8, flat-footed 16;
an' part of ,h l• dn ppt·lga nge r- d oakc r a llia nce a mi arc
Bast' At k +3; Gr p ..12; At k C reatclu h -ea melee (2ds +7) or ja V-
u nli ke ly 10 atta ck PCs. They usually prete nd to be a riva l
eli n +1 ra nge d (ld8+5); Fu ll At k C rearclub +8 mel ee (2d8+7)
g rou p of ad venturers to d isco urage offers to "learn u p."They
or javelin +1 ra nged (l d8+5); Space 10 f, .; Reach 10 fr., SA-;
c an prov ide infor ma l ion 10 PCs or steer th e m in t he rig ht
SQ Dar kvisio n 60 f,., low-light vision ; A l CE ; S V Fort +6,
direction if th ey're lost, and m igh t even co me to t he PCs'
Re f +0, Wi ll ..l ; Sir 21, De x 8, Co n 15, Int 6, Wis to, C ha 7.
aid in a bad e ncou nter . See .\ l<lI1sl..r ,\I,m u,,1page 87 fo r mo re
sk,lls all J [ rllls : Cli mb "5, Liste n +2, Spo t +2; Toug hness,
i nformal ion .
Weapo n Focus (g rearc lub).
Rat Swarms (2) (C R 4): These swa r ms a re so menmes skeletons (8) (E L 3): W helhe r ani ma ted b y H alaste r, th e
he rd ed {awa rd e nem ies by orcs or ot he r h uma noids usin g am bient magic of Undermountain, or lo m b gua rd ians go ne
no ise , fir e, an d smo ke. See M0l15la .r..ll1lllhll page 239 for more rogue , skele ton s a re co m mon foes. Mo st skeletons are rhe
in for mati on. human warrio r variety, bUIsome are more monstrous th in gs
C R 2; T in y an imal (swa r m); HD 4d s ; hp 13; Init -+-2; SpJ (w h ic h have a h ighl'r C R, o f course). See .'.fond a Manual pagr
15 fr. (3 sq uares), climb 15 fr., sw im 15 [t.; AC 14, touch 14, 225 for more in fo r matio n.
Ilar-foored 12; Base Atk +3; G rp - ; Ark Swarm (1d 6 plus C R 1/3; Mediu m undead; HD td t z. h p 6; In n +5:S pJ j efr.
d isease); Full Alk Swarm u de plus d isease); Space 2-1}2 [ t.; (6 squares); AC 15, la uch I I , Ilar-foored 14: Base Ark to; Gr p
Reach 0 fl.; SA Disease ( Fori DC 12, IIh da ys, Id 3 Dex and +1: Atk Sctm uar +1 mele e (ld6t l / 18-20) or claw +1 melee
Id 3 Con), dis rracnon (DC 12); SQ Hal f da mage fro m slash ing (l d 4 t I); Full Ark Scimita r t l me lee (l d 6+1}18-20) or 2 claws
an d pie rcing , low-hghr vis ion , seem . swa r m trans; A L N ;SV -+-1 mel ee (l d 4+1);SA - ; SQDa mage reduction 5/ bludgron-
Fort ee, Ref +6, Wi ll +2;Sn 2, Dex 15, Con to, Int 2, W is 12, Ing, darkv ision 60 Ir., immunity 10 cold, undead tr aits; AL
C ha 2. NE ; SV Fort t o , Ref +1, W il! -+-2; Sir 13, Dex 13, Co n - , tnr
Sin UsoI nd r tllls: Balance +10, C li m b +-10, Hid e +14, Listen - , W is 10, C ha I.
+-6, Move Sile n tly -+-6 , Spot +7, Sw im -+-10; Aler tness, C rear I'roJl: Improved l runa nve .
Fortuude .
Stirge s (8}(EL 4): The se bloodthirst y things [ike 10 roost
Ru st Mo n st er (C R 3): Fat from eating sc r aps from dead near large mon sters and swoop in to drain blood while their
adve ntu rers, I hi s creatu re is co n ten t ifg iven a shield, sword, ta rge ts are di st ract ed by a larger foe . Some p refe r living near
or ot her me tal item o f simi la r size, on ly attack ing if at tacked t h ick mi st (set" page 86) and swoo p in o n hindered opponents.
or not give n ' food." See -"rmsleT Ma nual page 216 for more See Momler Mo!nulIl page 237 fo r mo re in fo r mat ion .
i nformation. C R 1}2:T in y magical bea st; H D Id IO; hp 5; Inir +4: Spd 10
C R 3: Me d iu m aber ranon; HD 5d 8-+-5; hp 27; I nil -+-3; Spd fl. (2 squares), fly 40 ft. (ave rage); AC 16, tou ch 16, flat-footed
40 fl. (8 squ ares); AC 18, touch 13, flat-foote d 15: Base Ark 12; Base Atk +1; G rp - It (+1 w hen att ach ed ); Atk Touch ez
t 3; Grp +3; Ark Antennae touch -+-3 mele e (r ust); Full Ark melee (att ac h); Fu ll Ar k Tou ch -+-7 me lee (auacb); Space 2·1/2
A nte n nae rouc h +3 me lee (r ust) and bile - 2 melee (rdj), SA fl.; Re ac h 0 fr.; SA Anac h (AC red uce d 10 12), blood drain
Rust (Refle x DC 17); SQ Darkviston 60 fr., sce nt; A t N : SV Od 4 Can per ro u nd wh ile at tac hed, 4 Con max i mum); SQ
Fori +2, Ref +4. W ill tS :S l r 10, Dex 17, Co n n , Int 2, W is 13, Da rkvis ton so Ir., low-hg h t v ision.A l, N: SV For t +2. Ref t 6.
Cha R. Wi ll t 1; Str 3, Dc x 19, C o n 10, l ru 1, Wi s 12, C ha 6.
Skills ,m,l fcah : Liste n -+-7, Spot t7; Aler t nes s , Tr ack . skIlls lllld f ra il: Hide +14, Lisrcn +4, SPOI t 4; Alert ness ,
We apo n Finesse".
Shad ows (2) (E L 5): Man y packs of sh ado ws are u n lucky
adve nture rs w ho fell TOother shadows. Th e se li ke to lurk in wererats (3) (CR 5): Thew shapeslufters most likely attack
high-ceili nged rooms, near cur ia ins of dark ness (see page 86), in thei r h yb rid forms. They could also choose to rob the PCs
or just w it hin th e wall s of t he du ngeon. Se e Monstrr MamHil ins tead o f k ill ing th em , demand a Tollfo r safe passag e, and
pagf' 22 1 for mo re in formation. so on, See MOI1 <lt'r Manu" l p'lgl' 172 for more informacion .
C R 3; Medium undead (i nco r po real); l-iD 3012; hp 19; Hybrid Fo rm: C R 2: Medium humanoid (shapechungcr):
l nit +2; Spd Fly 40 fl. (I' sq uares) (goo d); AC 13, touc h 13, H D 2d 8+-3; h p 12; I n it +3; Spd 30 fro(6 squares); AC 16, mu ch
flat-Footed 11; Base Ark t l; G rp - ; Alk In corporealtouch 13, flat-foot ed 13; Hast' Ark +1; Gr p +2; Atk Rapier +5 melee
+3 melee (i ds SIr); Ful l Ark Incorporeal touch +3 me lee (ids (1.16-+- 1/ 18-20) or lig h t c ro ssbo w +4 ra nge d ( t d 8/1 9 ~20) ; Full
Srr); SA Crea te spa w n, Streng th d ama ge; SQ Darkvision 60 Ark Rap ier +4 me lee (1.16+1/ 18-20) and bue - 1 melee (ids
ft., incorporea l t raits, +2 turn res tsm nce , u nd ead rrair s, AL plus disease) o r lighr cro ssbow +4 ran ged (l d8/19- 20); SA
C E; SV Fo rt t l , Ref +3, W ill +4; Str - , Dex 13, Con --, 1m Cu rse of lyca n th ropy.d tsease (Fo rt DC I J , Id 3 d ays, Id 3 Dex
6, W is 12, C ha n . nd tdl Con); SQ Alterna te fo rm , ra t e m pathv, DR 10/silve r,
s kills ll/ld I'rllh: Hid e +8, Listen -+-7, Search t4, Spot t7; A len- lo w-lig h t v isio n, sce n t; AL LE; SV Fort +6, Re f +5, W ill +4:
ness, Dodge. Si r 13, Dex 17, C o n 11, I nl 10, W is 11, Cha e.
skills 11l1d f ellIs: C l imb t J , Handle A n ima l +3, H id r +5,
Listen -+- 4, Move Silent ly -+- 4, Spot t 4, Sw im +11; Aler t ness ,
Dod ge. Iro n Will i , Weapon Finesse"
de s: ru cno n, the disaster also crippled some of these ward s.
Now, pari s of th is level have collapsed or art' at risk of col-
Mon ster s aren't the only dange r in Unde rmo u ntai n. The
lapsi ng. The worst areas are entirely blocked , but most of
foll owing trap s and hazards are co m mon on this level.
th e dam age is just thick ru bble scatte red on th e Floor. Th e
damaged wards sn ll strugg le to repair these co llap ses, and
CORPSE vis itors ca n see roc ks and or her deb ris slowly dragged back
W hi le not an inh erent danger in itsel f, a co rpse co uld be and forth in ra ndom patterns since rhe orig ina l magic
the ne st i ng place of carr ion wor ms, evide nce of a nearby bro ke down .
lrap, or placed deliberately as a lure by int ell igent monsters.
Corpses in well-traveled areas are usually thoro ughl y looted
bu t m igh t sti ll possess a few coi ns, an overlooked bi t of
TELEPO RTER
H al aster used simple permane nt te leporte rs 10 bother
jewelry, or a small bu t usefu l item .
adventu re rs an d kee p intr ude rs out of unwa nt ed areas. A
telepotter m ight bounce tar gets to th e o pposite side of the
CURTAIN OF DA RKNESS dungeon, to a nearb y cell , or i n to a monster's lair. Some
These magica l areas ofdarkness are on ly an inch thick but teleporrers art" always acnve, som e require mi nutes o r an
are su fficien t to obscure what is beyo nd t h e m ; anyth ing hour 10 rec ha rge. Each tel e porter h as a secr et key (wh ich
on the opposite side of a cu rtain of da rk nes s has total co n- is usua lly a ph ysical item, suc h as a nng ofbo ne. a bu rni ng
cea lment . Preda tor s of all kind s h ave learned to lur k near torch , a silver J agger, an d soon) that lets its bea rer bypass
a cu nain ofda rk nes s. ready to pounce on the first intru der the tele po rte r auto mar ically. Local m onsters avoid th e tele -
who staggers throug h it or probes it w ith a li mb or pUiS porters ifthey don't have th e keys (the doppelgangers know
his face Ihrough in an atte m pt to see the o th er side. Some about the keys 10 many of the te le po r ters on th is level an d
curta ins mig ht have secondary effects. such as exud ing a use th em to move arou nd quick ly and escape from dan ger).
harm less ft'eling of ch ill air or t arge ting rhose that pass Some releponers have add itio nal features, such as suppress-
t hrough wuh a Jazr rnoml(r spell. ing the target's m agic item s for 10 mi nutes or making th e
u rgel nauseated for an hou r. Many te leport e rs were da m-
DEAT H PIT aged duri ng the earthq ua ke and now fu ncno n erratica lly,
se ndi ng victi ms 10 th e nearest portallocauo n (probably at
Each oft hese featu res appea rs to be an ordi nary pit fro m 20
th e He l rnwatc h).
to 40 feer deep, but any creature that co mes within 10 feel
of us edge mu st make a DC 15 Fort itude save each ro u nd
or be strongly pulled into it by a m agical grav ity effect. T HICKMlST
Creatures wh o fall into a death pit take damage as if th e Th is th ick , cli ng ing fog h angs low to the grou nd. It mt ght
pit were 10 fl't,t de e pe r th an it actually is. Becau se of th e be whi te, yellow, or pale bl ue. It is mostl y harm less, bu t
pull of the pi t's gravity, Climb checks to get out have a DC creat ures passing th rough il are slowed as if it were wfid
5 hi gher tha n nor mal (25 instead of 20). Many deat h pit s [(1/1.. Thi ck mis t is never m ore than 3 feel h igh , so creatu res
are sur rounded on all four sides by a curta in of dark ne ss, th at ca n fly Ot levirate are able to pass over it easily, It
which mea ns nnvone who cureful ly approaches the curta in penaltzes only atta c ks ori gina tin g fro m or agains t c rea-
to <;t'I' wh at's beyond proh ablv gets whi sked through and tu n' s wit h in th e mist (two humans fighting with swor ds
in to t he p it. wou ld he unaffected , bur a mon k 's kick would have a pen-
alty, as wou ld any attack on a d ire rat wit hin the m ist , for
GREE N SLI ME (CR 4) example). Thi ck rnisr arise s spo nta neo usly in certai n rooms
and corridors. Though it can be d ispersed by severe wind ,
Th is natura l hazard migh t cons ist of an isolated patch of
it always re-form s after to minutes, risin g out of noth ing
g ree n slime, or it could cover an entir e wall, floor, cei li ng,
to once again fill an area. Thickm tsr radia tes conj ura tion
or co rr idor . H alaster's magic m ight co n fine the slim e to a
(c reation) magic.
Sing le ha llway or roo m, hut fleeing adventure rs can d rag
it w ith them else wher e. The sli me could concea l valuable
Ward s
miner al or stone item s (such as gems), and in so me locales
So me co rr ido rs and roo ms are clo sed off by It'alls of force.
Halasrer placed a "skeleton" made of sto ne in a patch of
Some ofthese are Halaster's creations, designed 10 fr ustrate
sli me to attract gre edy adve nture rs.
visitors or steer the m into ot he r part s of U nde rmoun rain.
Some are random magical effecls accidenta lly invoked by
RU BBLE th e earthquak e an d Halasrer's botched rima!' Othe rs are
T ht' eart hqua ke d am aged pans of U nde r mo unra in . the d ungeon's wards, block ing off are as so tha t repai r and
Alt houg h H alasters spe lls norm ally pre vent 100 m uch main ten ance magic can anempr 10 fix d amaged are as. As
with th e relep or ters, some of these can be bypassed with
the pro pe r key, but mos t of the m are des igne d to be tmp en-
VIS ION
O ne of th e pe s' spe ll-shard visio ns m ight be of an o rn ate
en able [0 all but Halaster the Mad Mage hi msel f.
go ld medall ion bei ng used li ke a
key in a large , ru ne-ca rved stone
cha mber. Inqu iries about this
m e dallio n e vent u all y re ve a l
Reasons rhar rhe pe s mig ht ventu re down inro Level
t hat it was a n ite m worn by an
2 m ight i nclude one o r mo re of (h e follow ing.
ex ile named Yeldoon who had
hi m se lf entombed in Under-
NOBLE PATRON mou nta in (t ho ug h nobod y
Lord Ye ld c o n's elderly under stands rhe -key· con nec-
father feels the hand of lion ). This item is cursed. bu t
death approachi ng and is o ne of t he keys to us ing
wishes to see h is exiled H al aste r's ru nes tone (see
so n aga in before he Chapter S).
d ies, nOI kn ow in g lhal
Yeldoon has bee n de ad
for tw e nt y years . A pair
DWARF PATRON
Reports from adve nturers
of veldooa's nephews,
ex ploring Level 2 in d icate
Eurikcs and Phat iseu s,
tha t dwarves a nd d ra w
co me to th e city 10 find
are wo rki ng tcge t ber to
him and finall y learn that
clear rubble from damaged
he has died an d (legen d
rooms. Thi s situation upsets
has it) buri ed his we al t h
rhe dwarf com mun ity in the
wi t h h im . Because rhe
city, and one of the resident
fam ily has falle n on hard
elder dwarves ca lls for an
ti mes , t he nephe ws want
i nvesr igario n . The PCs
to recover t hat we al t h, as
are h ired to look inro th e
well as hi s sig ner ri ng as
truth of this m att er.
proof of his death for their
gr andfa ther, The ne phe ws
don't kn ow much abo ut BOUNTY
th e city, hut th ey've been Recent grim lock act iv-
able 10 pie ce toge t he r th at ity un derground has
Yeldoon's tomb is near a st irred up r umo rs
port al ent rance leading to of a m ind flaver or
a place calle d rhc Hel m- medu sa rry ing to
watch . They agr ee to split consolidate pow er
hal f of the wealt h taken in one wi ng of the
from th e tomb wit h anyon e du ngeo n. To enco urage young
who recovers it for them. adven t u re rs, a veteran explor er
The PCs can ask around Under- offer s a 10 gp bou nry on g rim loc k
moun tain to find OUI where th is portal (Cather Information heads 10 weed our rhe m in ions and make it easier for a
DC 10, since the dopplegangers are on the look out for more ex pe rien ce d group to deal wi th th e lead er of th ese
adventure rs they can send into Under mou nta in). The two grim locks.
most li kely approac hes are th rough a por tal within the
cily k nown as the C hosrgate, or through a po rta l on the
Dungeon Level (loc alion 17 in Cha pter I).
RESCUE
An old wan ted poster at an adven ture rs' hangout indicates
If th e PCs succeed on a DC 15 Ca ther Information check.
thet a group offou r inexpe rienced adventu rers disappe ared
they lear n rhar rhe helmed horrors in rh e Helrnwarch wo n't
in Undermountam a few mon ths ago. The ir fam ilies would
attack intrude rs ifl efl un d isturbed . Th ey can be ver y da n-
like them fou nd ahvc. or at k asl to have proofofthe ir death s.
gerous if tampe red wi th , howeve r.
The adventu rers were loo king for veld con's Cryp t.
Wh ile exploring beneath the Yawn ing Port al In n, the pe s The doppelganger merchant camp is nort hwest of the Hcl m-
find a map showing the Helmwatch ("staff of th under and watch and a good distance nort h of the Hall of the Black
lig hln ing" is w ri t te n next to tha t room), a nearby room Helm. The camp is housed in a large, L sbaped chamber
called the Cryp t of Yeldoon. and something called th e Hall with rhree enrrances. The comdors lead tng to the camp bear
of the Black Hel m. A scribbled note at the bor rorn of the map c halk-ma rked warn ings written in Commo n, Dwarven , and
says th ey can find rhe Helm gate (a porta l from Level t ro the Elven. These warn ings include the follow ing messages, as
Hall of the Black Hel m on Level 2) near the Falli ng Sta rr. well as messages along a similar style:
(II's in location 17 on the Dungeon Level; see page 56.) ~Th e people up ahead are heavily armed."
~Th e people up ahead do not like to be surprtsed ."
"Peaceful visitors - please an nou nce yourself very loudly
as yo u approach."
LeVt'12 is not ~ asy to reach: all d irect physical con necnou s
from Level l are blocked by traps or collapsed stairw ells. and Each corr idor also has a simple t ri pwire !rap (Spot DC 20)
only two k nown portals lead here. The first portal, called tha t ri ngs a concealed bell in she camp to alert the doppel-
rhe Ghost Gate. is in a htdden alley in the ciry above. It leads ganger to anyone trying to sneak up on them .
to the He l mw atc h (location 1 on Level 2). The d cppel gang- Tripwi re-Bell Trap: C R !/l ; mechanical; local trigger;
ers o f Le vel 2 k now about rhe Gho st Ca re an d trade or sell manua l reset; sing le ta rget. Search DC 20; Disable Device
maps 10 it in order to encou rage adventurers to enter Under- DC I S.
mou ntain (and eventua lly help the m against the drew). The
seco nd port al, called the Hel mgare, is in an old store room The doppelganger camp is sparse and efficient . when the
on th e Du ngeon Level (location 17; see page 56). It leads 10 PCs approach the camp , read:
a room called rhe Hall of th e Black Hel m (a location nOI
shown on the map, bu t no t far from where th e northern This fa rge chamberfeatures an open tent , not unlike
corr idor leads off rbc map ofThe C rypt of Yeldoon), the covered stalls you m ight see in an y town or village
Both portals deposit the PCs nea r the Cry pt of Yeldoon . mark etplace. Blanket s are spread beneath the tent,
Since the dopp elgangers know of and use bot h of these upon which you notice a variet y of general goods. Next
portal desnnanons and wish to fun nel adven tu rers toward to the tent you notice three bedrolls, three wooden
their camp, . hey have made no tes and arro ws in chalk chairs, three locked chests, and a small cooking stove.
o n the floors and walls of th ese two chambers. Messages A me tal torch set in the cent er of thefloor burns with
include "Safe camp th is way," "City merchants here ,"and so a magical flam e. Near each bedroll rests a heavy
on, wri t te n in Commo n, Elve n , and Dwarven. If t he PCs crossbow, close at hand. Three nondescript humans
ignore th ese direc tion s and choose to wander around , they lounge in this cam p, sitti ng, stirring something in a
are likely to find t h e Crypt eventua lly, though the y migh t pot atop th e stove, and arranging ite ms on the
have a [ew random encount ers along the way. Feel free to blankets.
USt' the random encou nters on pages 8 4- 85 to steer th e PCs
in the right d lrecrion . Th ree doppelgangers are here at all times, usi ng their change
Nom' of tln- rooms on I his level have a lighr sou rce u nless shape ability to look like nondescnpr human sellswcrds
one is no ted in r he location de scrtprion. from the city above. They we lcom e any friendl y adventurer s
and introduce themselves as Darn, Grim, and Malvar (the
leader). They explain th.lf Malvar's brother is a merch ant
_ _ _ __ --lQ..t;UI.LI.EI ZO~ in the city who had the clever but risky idea of sell ing up a
A subt le mag ical effect creeps th rough this port ion of level merchant camp in Undermountain where adventurers could
2, reducing the abil ity of sou nd to tr avel. Listen check DCs sell whatever they find and buy basic gear w ithout having
increase by 5 for every 10 feet of distance from the sou rce to make the long trek up to the surface.
i ns tea d of just by I. EffeClS Ihal rely on sou nd (such as Thl' do ppelga nge rs use their abil ity to detect thoughts
th u nd erston es, sounJ bllnl, and shout) reduce t heir radius (or to fill in their story with details that will convince the PCs
range. in the case of con e effec ts) by ha lf. This means th at that nothing out of the ordinary is going on here. If the PCs
no rmal convers ations (normally DC 0) are hard 10 hear 40 interacted with any doppelgangers on the surface , the ones
feet fro m th e source and even a bail ie (normally DC ~ 10) here use that information to bolster t heir story,making slate-
is <1 11 bu t inaud ible at a d ist ance of 60 feel. men ts such as, "My brother has been In fo rmi ng advenrurers
Thi s effeCl permeates all encoun te r loca tions described of thisca mp" "My brother has been telling people about the
in thi s chapte r. portals that lead near here to dr um up business,"and so on.
Th e tr uth is, the do ppe lgangers are in terested in profi tin g The Sargauth River (south and one level down) is experi-
here, and they are supplied with goods from the surface to help encing an in flux of gia m spiders fro m dow n st ream ,
adventurerstthcugh for their own ulterior motives),soa tlempls moving inro the main levels of U ndermounlain . Th is in-
10 catch them in a blata n t lie are unlikely to succeed. formation is presen ted as hearsay from other adventurers
Two of the doppelgange rs are rvpical of their ki nd , but they've spoken to, (free)
Malvar is an excep tional ind ividu al, able 10 cast expcd ilious Anyth ing rhe PCs already know. Because they can read
rrtrrll l and in VISIbIl It y once per day as a -nh-level so rcerer. minds, th e doppe lgange rs are good at "con firming" infor-
Malvar helped build rhe doppelg anger- cloc ker alliance. The mano n t he PCs already know, either by repealing what
sellswords are outfit ted esse n nallv rhe same-chain mail, a the PCs are already thtnkt ng or corning up wu h their own
longsword, a shield, and a heavy crossbow lhal is kept loaded spi n on the PCs' though ts, Since Ihey are tr ying to help
and ready 10 use. In addi tion to this gea r, Malvar wean; a the PCs rather tha n mislead rhern. the se doppelgangers
long black cloak (actually a c1oake r, here to observe wha t Iry to rei n force rru e rum ors and subtly co nt rad ict false
the doppelgangers an" doing ), ones, th ough not in a way t hat reveals t hey are n't hum ans
I l f the dc ppelgangers are forced into combat and rhe battle fro m rhe cilY. (free)
I turns agains t them , th e cloa ker sto ps prete nding to be a gar- They have copies of th e por tal key that mome manlv re-
ment and fighls alongs ide th em , If t he clocke r lakes heavy verses the one-way portal in the Helmwatch. They use
damage, it flees 10 report the atta ck to its su periors. Ih is key to qu ick ly access the city above.They are willing
h om lime 10 time a four th doppelganger (Bre m) might 10 sell these keys al a h igh price (see below).
be here as wel l. He normally presents h im sel f as a wealthy The local ion and key fortheportal in locat ion 7 that leads
hum an merch ant, but could appear as an t'lf ("Baelar-), dwarf 10 Belkrarn's Fall.
("Bu u ndar-), or hal fling ("BlaLa nar-) if rhe PCs an nou nce The generalla yout of most of l evel I and l evel 2 . Since
t he mselves in a language o th e r t hen Common, Brem is in hu ma ns from tbe city wouldn't kn ow th is, they keep this
cha rge of resu pp lying the ca mp with su rface goods , la king k nowledge secr et from th e PCs so as rc mai n tain thei r
acqu ired moni es elsewhere , and carry ing news from the disgu ise,
sur face and elsewhere in U nd er mo un ram. Bre m acts sligh tly • The sel lswords are actua lly do ppelgangers. r he true pu r-
aloof, as if th e PCs aren't real ly worth h is time, and pret ends pose of thi s camp is 10 find advent urers to hel p the dop-
to be a busi ness partner of Malvar's brot he r. If rhe PCs need pelgaogers defea or drive off the drowTbey won't reveal
gear t hat rhe camp doe sn't supply, Bre rn can gel ir for the m rh ts information u nless they absolutely trust rhe PCs, and
if they give h im half the money as a deposu: delivery ro th e only afrer rhe PCs have proven themselves valuable la the
ca mp rakes two 10 th ree days. doppelgangers.
When not talk ing 10 adven turers, th e doppelganger s pass
the time tell ing stories and playing d ice games. The) ' usu-
ally eat th eir food cold, using the stove only occasio nally to
WHAT THE DOPPELGA NGERS SELL
Tht' doppelgan gers don't anticipate a h uge amount of bu si-
coo k or for warm th , since su itable fuel is hard to come by
nes s, bu t they are adequately stoc ked to take care of the
in thi s part of Und er mo untain.
adventurers.The camp contains the item s listed below (most
of thern in the chests, some of rhem displayed on the blankets
WHAT THE DOPPELGA NGERS KNOW inside t he tent). If an item is sold, it is restocked in ida days.
With their co n nec tio ns to the surface city and many sites They sell these item s at the norma l pri ce unle ss oth erwi se
within llnderm ou ruain, t he doppelgangers are possib ly the listed. Any other ite ms must be spe cia l ly reques ted and tak e
bes t-in formed grou p the PCs ca n Interact with . They k now ld4.. 1 days to arrive ar the camp.
the follow ing facts and ite ms of in form ation. Fans noted Pcbon s of ra t's gma (1,30 0 gp), (1m light wounds (650 gp),
as ' free" th ey share wuhout prompting; other facts must be and r ure modr mle wounds (2,300 gp)
acqu ired th rough the use of Diplomacy or in ot her ways. Scroll of idf/lllfy (1,125 gp)
Details about the immed iate area anti the corr idors co n- Metal rod with ( Oll l m ll ll l flame cast on il (I, or 2 i f you
necnng 10 the Helrnwatch and the Hall of t he Black count the one used in the camp , 90 gp)
Helm. (free) Arrows (60, 1gp per ser of 20), bolrs (30, I gp per ser of 10),
How to reach the surface through di rect run nels. T his is daggers (4, 2 gp each), sling bullets (10, I sp per ser of 10)
no t a safe or fast parh. rak ing several days with a half- Cha lk ( to, I cp), crowba r (I, 2 gp), grappli ng hook (i . t gp),
dozen enco unte rs along rhe way. (free) oi l (5, I sp each), pn cns (10, 1sp each), rope (1, 50 fl- hemp,
The genera l localion of th e Cry p t of veldoon. (free) t gp), sacks (10, I sp each),nnder twig (5, I gp each), torches
The genera l location of th e d row,dwarves, and grim locks (40, t cp each), trail ranons (10 days wort h ,S sp per day)
living nearby. (free) POIIaI keys 10 reverse th e Helmwarch port al (4, 100 gp
Typical monsters and hazards nearby. (free) each)
Porlal Key No te: To keep rhe actual natu re of the por tal and east to th eir me rc hant camp, th ough it is possible 10 go
key from becom ing know n, the doppelgangers hide the true sout h into the area of Yeldoon's Crypl from hell".
keys (carved basilisk bone rings; see the entry on Helmwarch,
below) inside small clay figur ines of a popular god and sell
each as if the figuri ne irself were the key.That way, if some-
DEEPSPAWN TERRITORY
The deepspaw n Hukurus and its min ions control several
one decides 10 make his own figur ines (wirhout rhe true
rooms south and southeast of the Crypt ofYeldoon. Cautious
key withi n), Ihey won't work, and th e do ppelgangers will
in its im mat ure state, H u k ur us has been careful 10 avoid
rnairuam control over the use of the retu rn portal.
co nflic t with anything th at it canno t easily defeat, skirring
ogres, trolls, and a tribe of orcs to the south until it reached
WHAT THE DO PPELGANGERS BUY these unclaimed chambers. Locations 2, 3, 4, 5, n, and ~ are
The doppelgangers buy anything the y have a reasonabl... the deepspawo's terri tory. It has Its sights ser on localions 7
chance of reselling in the cuv above or that migh t be usefu l and 9, bUI first it has to deal with the carr ion c rawle rs nest-
10 them in Und crrnountain .Th ey k....p only about 200 gp in ing rhore.
the camp, and prefer to trade uem s in their Inventory (par- St"1.' the specific location desc rtpttons and tactical encou n-
ticularly rhe potions) rarher than just exchange cash. Larger 1t'11i for more m forrnancn about rhe deepspawn and us
purchases requ ire rbem to arrange for addit ional mo ney to minions
be brough t to the camp, which takes Id4t-1 days. They buy
items .11h alf price, just like a merch ant in a norm al set tle-
menl oThey are unlikely 10 pay OU I more than t ,OOOgp in
I. HELMWATCH
This partialfy collapsed room has a 60 f oot ceiling and
any g iven week un less rhey are offered a h igh-deman d item
many piflars. The easte rn side of the room fe atures a
Of the Pes are selling something for less than the nor mal
raised circular platform surrounded by six je t-black
pu rcha se price.
statues. At the center ofth e platform flickers a sphere
of light, barely providing illumination equal to that of
a torch. A door in th e south wall hangs open, revealing
a corridor beyond. Someone has written on the walls
This large, dark cham ber has seen better da ys. The
and floor in Common, as welt as in the Dwarven and
remnants ofrott ing and bu rned tapestries hang on the
flven scripts.
walls, som e intact enough to show pegasus-mount ed
knights ba ttling flying dragons. The southern end of
Before tht' recent ear thqu ake, rhis was a grand room wuh
the room has a plain sto ne , hair. A batt ered bla,k
wings extending north. west, and east from the sphere of
metal helm and broken block greatsword fie discorded
light. Twelve armored figures (helmed horrors) stood guard
on the flo or. Chalk writing covers parts ofthe wa fts.
around rhe sphere, attacking anyone that attacked t hem or
touched rhe sphere in any way. The sphere con tained an
Th is chamber is one of l WO arnvallocauo ns for the Pes when
ephemeral image of a beautiful elven woman carryi ng a magic
they come to explore thi s level of Undermountain. It does
staff. With the death of Halaster, pan of th is room collapsed,
not appear on the mapon page 91, but should be con sidered
bu ryin g several guard ians and inte rfering wit h the sphere'
10 be somewhere up the nort hern corridor, not far fro m the
spell and the port al th at leads here from an alley in lhl' city
location of th e doppelganger mcrchamcump.
above. Adventurers managed 10 seize the staff and destroy two
The ceili ng here is 80 feel h igh, bur the uppermost 20
g uard ians before fleeing, and now the remaining armored
feet are filled with cobwebs. Because this chamber is easily
figures are lefl guard ing an emply sphere of lig ht.
reached by rhe porta l from Level l (Iocano n 17 in Ch apter 1),
The porta l deposns characters in the nort heast por tion of
thi s place is known 10 Undermountain explorers and those
the chamber.The porta lcan't be opera ted from rhis drrecnon
who discuss such endeavors in the d ly above.
wirhout the appropriate por tal key (wh ich can be obtained
The throne used to be piled with grms and othe r treasu res,
from the doppelganger merchant s),
and the hel m and sword attac ked any who m ed to take the
Chalked messages in Com mon, Dwarven, and Elven on
1001. At some point in rhe past. someone managed 10 defeat
the south wall ind icate the direcno n to a merchant camp.
the guardian and cla im the treasure. Norm ally Halasrer
The message on the floor by the portal reads, "00 not arrack
wou ld restock rhe room wnh monsters or oth er gua rd ians,
th e srarues or ent er the light!" The on ly exit from the room
but h is death h as left the room empty except for occasion al
is th rough a smashed-open door in the south wall. Chalked
travelers looking fora place to camp. Th is room is now a safe
arrows and these messages continue th rough the southern cor-
entry point to Level 2 of Undermoun tain.
ridor,th rough location 2,and nort h and west toward the camp.
The doppelgangers h ave marked the exposed walls wub
The chalked mt'ssages are all in the same handw rili ng.
chalked messages and arr ows potnnng new arr ivals nort h
Tactica l Encou n te r: 3- 1, The Helmwatch (page 97).
2. MORTARED RU BBLE The- carvi ngs on the pillars extend to th e nonfloating parts
A woll ofmortared rubble bfocks anyfu rther progress attached to the floor and ce iling, though th e material fro m
in this direction. th e m issing paris of{he pillars is long go ne. o ld blood sta ins
color the undersi des of {he floaling pillars and the top of{he
frag me n t beneath them. If an objec t of at least Dim inutive
The dee ps paw n had us m in ions build t hese ba rrie rs OU I o f
size passes th rough the gap bet wee n pillar and base or pillar
rubble from its terr ucry, monaring il in place wirh a mixtu re
and crow n, the pillar hurls itself toward the object, crushing it
o f gravel and fu ngal paste . Th is im prov ised mort a r means
between {he en d of th e pill ar and its att ached co u n terpar t. If
rhe wall is n OI as strong as an actual Slon e wall (hard ness
the crushed object is a body part, cons ult the variant rule for
5, 10 hit points per in ch o f th ick ne ss), but is still su fficie n ~
Damage to Spec ific Areas on page 27 0f lhe Dungeon Master's
10 hah or redirect anyone u nwill ing to spen r several hours
wo rk break i ng it apan . A s uccessful DC 12 C raft (s to ne ma- Guide to see what addlno nal penal ties Ihis inju ry m ight cause.
For a time, a blood th irsty ga ng of cult ists used these pill ars
sonr y) check (dwarves gain a +2 bonus on this check for
srone cu nn tng) lets a PC recog ni ze the wo rk as si m ilar to to sac r ifice captives to their godde ss, though they eve n t ually
dwarf workmansh ip bUIat the sa me t ime in fe rior to it. (T he relocated to a more co nven ient location, and few creatu res
have lived here since.
walls of rubb le were bu ilt by dwarf-spawn that still have an
affin ity for stonework but produ ce onl y a lesser imitation of Pillar Cr u sh Trap: C R 1; m ag ical; location trigger; auto-
what true dwarves can accom plish.) m atic reseu Atk +10 melee (ads . rock); Search DC 25i Disable
Device DC 25.
CRY PT AFTERMAT H
If the PCs entered the cr ypt on behalf of Yeldoons famil y,
they have an obligation to ret urn half h is wealth to them as
part of their agreeme nt.Th is is especia lly the case if the PCs
invoked Yeldoon's name and family obligations to reach a
peaceful solutio n to thei r encou nte r with h is remains. If rhe
r c s go back on their agree men t with h is nephews, Yeldoon
awakens and stalks them under cover of da rkness, strik ing
at them al inconven ienr nmes (such as after a difficuh batt le
or when the y are resn ng). He migh t ani mate other corpses as
h is servants (such as those in locations 10 and 11) and send
them to hun rhe Pes whi le he finds other ways to pun ish
them , such as by mu rdering their friends, family members,
and associates. veldoon SlOpS on ly when he kills all the PCs
•
I
Encounter Level 9 . I .,
S HElMED
.
HORRORSLE (DAMAGED)
hp 30 each (reduced fro m 94) (13 H D)
CR 8
Use tn;l tilctiral rl1calmler with t ~e morn Je" riptiott 011 pag~ 90. N Medium construc t
. I
If the pes ent er th is chamber fr om th e sou the r n corridor,
Init +6; Sen se s dar kvision 60 ft.: Listen +15, Spot +15
Lan gua ge s Common
or if they arrive by the portal from the city above and m ove AC 26, tou ch 15, flat-footed 24
from the spot they appea red in , read : I Imm unefi rd Ul /l, ia: storm, lightning bolt, magic missile
• • Fort +6, Ref +6, Will +7
Acfjve magic ceaSt ~ d's 'you move info the room. Speed 30 f1. (6 sq ua res), air walk 30 ft . (6 squares)
Arrcne spellcasrcrs realize you have t ntered an area Melee m as terwork greats word +16/+ 11 {2d6+7/ 17-20}
Space 5 ft.; Reach 5 ft .
ofdead magic. Base At k +9; Grp +14
Abilitie s Str 20, De ~ 15, Con • Int n , Wis 16, Cha 16
MONSTERS SQ air walk, ra pid repa ir (no nfu nctio nal), see invis ible,
The arm ored figure s arou nd the circular pL1tfor m are construc t tr aits
helmed ho rrors. they haY!' nor yet recovered from the Feat s Great Fortitude, Im prove d Critica l (greats word), Im -
pro ved In it iative , Toughne ss, Weapo n Focus (greatsword)
d amage rheyrecri ved i n the recen t ea rt h q uak e (a sid e "e;['ft"C1
Skit!!. Diplom acy +5, Liste n +15, Search +13, Sense Motive
M th e magicil.backlash in th ls area h as preven ted I hei ~ r apid +15, Spot +15
repair ~bil ity. from fun ctioning), The horrors attack .6J1.~y if
Air Walk (Su) Helmed horrors can move throug h t he a ir as if
they are attacked or if someo ne touche s, enters, or arrack s
affec ted by an oirwtJ/k s pell (caste r level 13th).
the glowi ng sphere ofbgbr. • Rap id Repa ir (Ex) Th is abil ity, pos sessed by typ ica l helmed
horrors , d oe s not func t ion fo r t he crea tu res in t his
TACTICS .. cham be r.
See Invis ible (Sui A helm ed horror se es invis ib le crea tures
"Tb e helmedhonnn talteadvanGlge..of welt a' walk olbi.lity in
as if affected by a Jee imiiJibility spell. .
the'feWpartSJ!:ftheroom whhe magic 00, ssing ru bble
or moving over tmublr-somr opponents 10 flan k. They do not •
pu rsue opponent! OUt of the room, t h oug h t~y are inrelli- remember what the PC; look like and mack amoIn2tically
gtnt enDUiW- to move around a comer to block line of sig ht if if they return. The horrors u nderstand Common bu t n ever
I' mits t:rY 10 ttaek themfromoutside the.room.Oneminute speak or try fO communica te.
aftt!,comoot ends. t hey re turn to t hei r.oJigi na l positions ,
• CONCLUSION
EVELOPMENT lf the pes d ecide !O ru n away from th ese su pe rior oppo-
T h e 'helmed hor rors are intelligenr co ns truc ts; if t he' pes nents, awa rd rh em 100 XP each. T h ey can gain th is rew ard
attack the m and run away before d estroyi ng all of them, 1~hey only on ce.
"'f . ,
70( ._~"
1..l:~;;:;:'~tOt,n~~batt!e~x!~
e
'"
~ .~ ."
~.- ".
i4 .
-~ -. .1. '
; terrain, conferring a +10 racial bonus on Hide checks
when in mountai ns or underground.
Possessions battleaxe
.
If the PCs locate the hiding grimlock-spawn, read:
. "*t!;!
...TACTICS' · .
The g rimlock·spawn prefer to rake advantage ofthe room's
darkness to ambush oppon ents. If the battle goeS against
the m, th ey use wit hd raw actions to fade back into the
d :l rkne~9' ~it hou t provok ing attacks ofoppo rt u nity, wait 3
round or two, then cHarge the PCs again. They repeat these
tactics until they are killed, since they are su icidalin tneh
devotion rc the deepspawn tha t created them. .. ,A
_ The gr irnlcck-spawn are blind and cannot tell if the PCs
~f,~~~ carry lights, but th ey can smell t6rche; ,lah tern s, candles,
and other common light sources that'g1v,eoff a recogniz-" ..
able burning scent . ~s long as th e PCsuse th is sort ofltghr,
the grrmlock-spawn maintain their .ambush-and-rerrear
tact ics (retreating from areas that smell like any kin d of
. fire), because they believe they have an advant age in the ...
".."",_,MONSTERS , of;
darkn ess beyond the pe s' light (though they have no ~ay
Tne creatures occupying this room are gri~ lock"spawn
of know ing if the PCs are supplemen ting these burnJng
created by t h~ deepspa',Vn Hukuru s. They are shadows of
lights with magical light s or darkvision). j,
rruegnmlock s, but they can prove to be dangerou s oppo -
If the PCs aren't using bu rn ing ligh ts, the gri mlock-
"",,-;.;;,,nent s' nonetheless. Grim lock~spawn c~n not be reasoned
spawn assume that their enemies can navigate as weft as
with, and tney ignore imy atte mpts hy th e pe s t o talk or
th ey can in the dark ind abandon th eir retreat-and-charge
negotiate. They h ave nor anged weapons; so th ey must
tactics.Tnstead, they focus on flanki ng PCs to reduce the
close with the PC.s to attack. They can't see, but th ey use
number of opponen ts as quickly as possible .
their exceptional senses of smell and hearing to navigate
as well as any creature with sight-and in dark places, they
o~rate even better than a',:ighted cre~t~re . .
<
•
,
SHADOW
hp 19 (3 HD )
CR 3
DEVELOPMENT A:=::::.
Any dwa rf-spaw n that flee fro m tactical enco~nter 3-3,
CE M ed iu m undead (Incorporeal)
Dwarven C jeanih g Crew (see page 100),join th e' imlock-
tnit +2; Sen ses darkvi s ion 60 It., listen +7, Spot +7
spaw n here. Th e dwarf-spawn remain at a d istance, usin g
AC u , touch 13, flat-footed 11 ", dar kvisicn and firing their bows at Pes who aren't in melee
Resist turn resistance +2
with rhe g rtmloc k-spawn .
Fort +1, Ref +3, Will +4
Any d raw-s pawn wh o flee from tactical enco unter ?- 4,
Speed fly 40 flo (8 squ ares) .,. SCU R'd Orow (see page 102 ), join th e grim lock-spaw n he re.
Melee incorporeal to uch +1 (ld6Str)
.. . the dfO'CY-spa wn remain at a di sta nce. using Ibeir superior
Space 5 ft .; Re<ilch 5 ft.
Base Atlo: +1; Grp +1
darkvision and th eir bows to shoot poisoned bobs at PCswho
Special Atk create s pawn, Streng th damage aren't in melee wnh the gri mlock-spaw n.
Any human oid killed wi thin 10 f('('1 of one of thestal ue -
Abilities Str • De. 14, Con -. Int 6, Wis 12, Cha 13
SQ incorporeal tr ailS, undead traits be come s a shadow t mi nute later (the body remains, bUI a
Feats Alertness. Dodge aoc shadow emerges from it) and attacks th e nea rest creatu re
Skills Hide +8*, Listen +7, Se arch +4, Spot +7 (deeps paw n or PC). This dot' s not occur if. lhe statue is _
.. A shadow gains a.4 radal bonus on Hide checks in destroyed before the minute passes. Shadows pursue oppo-
areas o f s had owy illum inat ion . In br ightly lit areas, it nen rs out of the room. If the room is pmpry when the shadow
ta kes a "penalty on Hide checks . "spaw ns, the creature lingers for a few mi nutes, then wande-rs '
Create Spawn (Su) Any humanoid reduced to Strength 0 by a in search of prey.
s hadow becomes a shadow under the con tro l of its killer •
with in ld4 rounds . •
Inc~eal TrOlits COIn be harmed only by other inco rpo re a l
REWARDS
creawres. +' or better magic weapons, s pell s , spell- like If the Pes de-stroyone o r bot h Iighl-absorbing st atues, award
them 100 XP for each statue dest royed . .-
ab ilities , o r s upernatu ral ilbilities; im m u ne to illI
nonmilgiCilI attil de forms; 50% ch ance to igno re any A small de pression in the rubble in the southern portion
damage from a cerpc re al so urce (e xce pt for force effects, Oftlus cha mbe r ca n be found with asuccessful DC 20 Se-arch
su ch as magi, missile. and attac ks m ade with ghost to uc h check. Insi de th e depression , the Pes find the grim lock-
weapcns]: can P ilSS th roug h so lid o bjects (but not force spawn's accumu lated treasu re in a ragged sack : 130 gp, 460
e{{ecls) OIt will; attacks igno re natu ral armor. armo r. a n d lo p, II polion of hidrfro m unJeliJ. a vial of oil of magU Ma pon,
sh ields (though de flectio n bo nuses and fo rce effec ts
and a rolj ~n of walt'T brrafhlll~
wo rk norm illly); moves silen lly (( ilnnot be hea rd with
Liste n che cks un le ss d esired) .
Strength Damage (SuI The touch of a sha dow d eals l d 6
po ints o f Stren gth d am age to a living foe. A cre atu re
.... ....
red uce d to Stren gth 0 by iI shadow dies. This is a neg a tive
energy effect . For titu d e pilrtiill DC 12.
- ~ .,-
CR 1/2
.' ;;;0:>
Use fhistactical encounterwith theroom description on page 93. ~
=~=~
dungeon. • .
., '" ,
-iii:
"f...
'S ~
"~
TACTICS
Ifand whe n the pes be (~me aggressive, th e dwarf-spawn
scatter into the darkness.They rake advantage of the space '
in th is large area;findi ng cover beh ind a-pUlaror segment
ofwall in which to hide and make use of their bows: O ne
".:!Y\i5~dwarf-spawn engages the PCs [n melee s6 that tHe othets
can shoot at spellcasters or use tanglefoot bags (see below)
to secure dangerous enemies in place for easy targetin g.
The dwarf-spawn constantly move around the large area,
trying to keep th e difficult ter rain between th ems elves
and the PCs.lfinjured, a dwa rf-spawn withdraws to a safe
location and either uses his potio n or starts sho oting his
~ow. ~~.
,
TALKING TO THE DWARF_S~AWN~.
If the PCs' app roach the dwar f-spawn in a nonthreateni ng
man ner, th ey can try to communicate with th e creatures.
Any sha dows created in tact ical encounter 3-i (see pagt'
98) eventually wande r inro th is room, Because1there rs a
delay in the creation of th ese shadows, th e PCS m ight leave
that room before th e shadow s spawn. Shadows can be come
Bear in mlnJ tha t the dwarf-spawn only speak andu nde r-
un knowing "retnforcemems" (or the dwarf-spewn bere, pos -
stand UnJerc ommon, though they appear to be rry tng to
sibly appearing afte r the PCs defe at the dwarves.
understand if the Pes spea k in the Dwarven b riguag~
The dwarf-spaw n do n OI volu ntee r information anil are
not talkative. They give o nly very br ier answers andJo nor
men tion the presence of the deeps pawn or th e other sl?3wn
~ ......
ne arby. If asked wh at the y are doing here, the dwarkap wn
answer, ~ Work i ng· or -Improv ing rbe room ."Theycan p oint
the way to the Hel mwarch but don 't recog nize the name
Yeldoon. If asked abou t nearby undead , the dwarf-sp awn
get nervous and urge the Pes to Stay away from such crea-
lures-not Out of any ~nce r n for the pe s, bu t because rhey
know th e Pes WO\IId haw to pass near the deepspawn eo get
to the nearest un dead. The y saytheir clan live s in th e south,
bu t do not say why th ey are so £ar from horne.They do not
provide their na mes. sinc e the deepspawn never gave them
any.
DIFFICULT TERRAIN
Jl11~ <larir.er tti p of squ ares in the ce nter of this roo m (as
sliow n on the map) reprt"SC nls the de molished wall that
th e dwarf-spawn have been work ing to remove. The three
pill ars that on ce supported the wall are stil l in place, anc hor-
ing t~cei1ing above , bu t the ground beneath isreugh and
heven. Pieces of crac ked wall and pined stone COVet' the
3 TUi making movement here di fficu lt.
11 costs 2 !i<llUres of movement to move in to a square of
di fficult re in . Creatures c anno t charge th rciugh difficult
terrai n. If a crea ture stops its movem ent in one of these
~l<"!ol ,squa~" it mus t mak e a success fu l DC 5 Balance chec k 10
retain i s foortog, on a failed check. the creature triM- and
falls fm"\nt" ~ ~
The th co pillars w ithin th e area of J ifficulr terrain pro-
vide cover 10 an lI.dj;l~t' nt crea ture s.Cover grants a +4 b{)nus'
to AC.,
,'ft
DEVELOPMENT ..
If the Pes simply tal k to the dwarf-spawn, they can get
out of this room witho ut ah gh t, They learn what they carr
from the strangely non ralka tive dwarves , and th en can ~ e ;ive _
them to theirwork as the y go about the bus iness of explor-
ing. PCs gain full experience for gett ing th rough th is roo m
wit hout a figh t, just as if they had defeated the dwarf-spawn
in combat. -,. -
PCs who have fough l dwa rves before noti ce tha t t h ese
dw arves don't fight muc h like normal dwarves- givi ng an
impression that thei r figh ting style and skill isjust a lin Iii off.
Thi s Is be cause th ese dwa rves were created by a deeps p awn
rather than befog raised and tr ained by tru e dwarves.
lf the dwar f-spawn are sign ifica ntly overmatched andi n
tmmtnen t dan ger of lasi ng, th ey flee throu gh the unfin-
ished wall of rubble into loc ation .. ro seek protecti on from
rbe ligh t-dampin g Sta tu es and rh e g rim lock-sp awn hr rk tn g
there. -
•
En cou nte r Level -s If rhe PCs atte mpt to talk to the drew- spawn rather
th an initl3 tin g combet, the dark elves mlghr move with in
Vlt Ihil tlUlIt lit (Ilto lmltr with the room J r~irHon "'orl [he room. There a ' many lraps on the riled floor. The
,
pllgt ~J. drew-spawn know , ,,ht'Il! all of them are loc ated. When
. ~
the drew-spa wn move around the room. th ey avoid rhe
When Ihe pC!; reach rhi~ arel, the d rew-spawn resr on trapped squa res. PCs coul d not ice (Spot DC 15) that rhe
the bed-flats in the ees r end of th e roo m. One of the drow- drew-spawn always gla nce 10 the floor befo ~ caking a step
spawn serves as a scn rrv, looking relaxed bur act ually to a new ti lt" (as rbey chec k their memories abou t where
vigilan rly watching for any int ruders rbar might approach rhe y ca n ,safely walk). Not icing this might give the PCs a
from rhe 50\1IhWf'St corridor. ,,- due th1t there is something unusual abeur the floor in thi s
room.
ARRIVAL ~
" :=""Thr drew-spawn dont expect any'trouble to arrive Itom MONSTERS '
th e nonh er east. If me Pes approach from either of these The drow-spawn appear like any other drow the res might
direc tions, rhere's a goodcha na- they can come upon the have eve'r met or hea rd stories of, with one major excep-
drew-spawn unlware, • tion. Although drow usua lly are known for their pri stine
ap~aranct's, rhe drew-spawn ap~a r rumpled aoJ dingy,
• and scarsccier the exposed flesh of their bod k s.lithe ~
THE FLOOR have' any wayofknowing th is detail about draw. reveal th is
Five-toot-square stone riles cover th e floor of rbis cham-
fact if one of th em makes a DC 10 Spot chec k. If the PCs
ber. The y ap~;1f to be un like th e cobbled or smooth
have no pri or knowledge about d row.rhey can still notice
stone floors prevalent in chambers rhrou ghour t}lis le~ l .
th is odd fact (rbough they won't know what it signifit's) if
The-se riles ind icate a trap (see-deta ils elsewhere in th is
one of them makes a DC 20 Spot check_ ."-
encounter). ..
If rhe PC. attack the draw-spawn, read~::,~:=::;p
4 D RO W WARRIORS ( DEEPSPAWN) CR 1 Tn I' doses! drew hissesand dmws hjST4pr~ T as: you
hp 4 each (1 HO)
attack. The others ready their rapiersor crossbows
CE Medium humanoid (elf) as they [fap to thfir feet.
Init +1; Senses darkvision 120 ft.; Listen +2, Spot +5
l anguages Common. Drow Sign l anguage. Elven,
Undercommon
TACTICS
AC 16, to uch 11 , flat-footed 15 If the pe s' are usi ng a light source, th ey can't sneak tip 00
Immune magic sleep effects the drew-spawn. Wh en combat begi ns, one dfO\yisP<1wn
SR 12
uses hi s dllrhltl\ spell-like ability to confuse the pe s and,..
Fort +2, Ref +1, WiJI -1 (+2 against spe lls, spell-like
abilities, and ot her enchantments) . !- force them to navigate the trapped floor without the ben-
Weakness light blindness efit of th eir ligh t. If the pe s cou nter rhe magicail larknm,
ano ther draw-spawn uses hi~ ability to make it dark again .
Speed 20 ft. (4 squa res)
Melee rapier +3 (ld6+1/18-2 0) Repe at this pattern 'until all four drew-spawn have used
Ranged hand crossbow +2 (ld 4Jl9 -20 plus poison) their abil ity to plunge.the room into darkn ess.
Space 5 fl.; Reach 5 ft. Since' the drew-spawn do not have the Blind-Figh t feat,
Base Atk +1 ; e rp +2 they try to move as Htde'as possib le in th e magical dark-
AtkOptions poison (drow slee p poison, Fort DC 13, ness, lett ing it and rbe traps softe n up the PCs ratheupa n
unconscious 1 minute/u nconscio us 2d4 hours) risk activating any traps them selves. (They kn ow the rcorn
Abilities Str 13, Des 13. Con 10, Int 12, Wis 9, Cha 10 well enough whe n th ey can see to navigate the room, 'but
Spell-Uke Abilities (Cl lst): rhey are n't reck less enough to try to move arou nd when
l/day- dancing lights, darkness. faeriefire they (I n't.) If th ey hear a PC in an adjacenr square, ihey
Feats Weapon Focus (rapier) swing and hope for alucky hit (miss chances apply). They
Skills Hide +0, li sten +2, Search +4, Spot +5 save their poisoned bolts for opponents they ca n see.
Possessions chainmail, rapier, hand crossbow with 10 If a d rew -spawn nit's to navigate the traps in the dark.
bolts. 2 dose s drew stee p poiso n
tha t creature must anempr a DC 10 Intellige nce chec k.
Ught Blindness fbI Abrupt exposure to bright light (such Success mea ns the d rew-spaw n moves with out triggering
as sun light or a day/ighl spell) blinds drow for 1 round. any tr afl$. O therw ise. thep eature trigge rs one trap-If a1
In addition, they talce a - 1 circumstance penafty on
u nrrapp..oJ squaresIn their palh are blocked by PCs. rhe
attack rolls. saves , and checks when in bright light.
drow step where they art' and fight .
• ,
SPIDER SWARM CR 1 Space S It.: Reach 0 ft.
hp 9 (2 HD) BaseAtk +l ;Grp -
N Diminutive vermin (swarm) AtkOptions distraction, poison (injury, Fort DC 11, l d3 5tr!
ld35tr)
Init +3; Senses darkvision 120 ft., tremorsense 30 ft ., List en
+4, Spot +4 Abilitie s Str 1, Dex 17, Con 10, Int - , Wis 10, Cha 2
AC 17, touch 17, flat-footed 14 SQ swarm trai ts , verm in traits
Skills Climb +' 1, Listen +4, Spot +4
Immune weapon damage
Fort +3, Ref +3, Will +0 Distr action (EX) Any living creature that begins its turn with a
Weaknes s fire attacks
A lit to rch swu ng as an improvised wea po n at a swa rm
'" . sp ider swarm in its sp ace must succeed on a DC 11
. ~ Fortit ude save or be nauseated for 1 rou nd.
dea ls ld3 points of fire dam age per hit. A weapon with a Skills A s pider swarm has a +4 racial bonus on Hide and
special ability such as flamin g or frost dea ls it s full ene rgy Spot checks and a +8 racial bonus on Climb checks, It
damage with eac h hit. even if the weapo n's norm al uses its Dexterity modifier instea d of Its Strengt h
damage can't affect the swarm. A lit lantern can be use d modifier for Climb checks. It can always choose to take 10
as a thrown weapo n, dealing ld4 points of fire damageto on a Climb chec k, even if rus hed or thre atene d.
all creatures in sq uares adjacent to where it breaks. Swarm Traits A s pider swarm de als ld6 points of damage to
Speed 20 ft. (4 squares), climb 20 ft. (4 squares) any creatu re within its space at the end of its move. To
Melee swarm (ld6 plus po ison) attack , It moves into a creat ure's square, which provokes
attacks of op po rtun ity.
:tHE
I.'
• •
Encou n ter Level 4 C ARRION CRAWLER CR 4
hp 19 (] HOI
Ust lhil lactlcill f" rolmter with the room description on Wgt'93. N l arge aberratlcn
Init +2; Senses darkvis io n 60 (t., sce nt; liste n +6, Spot +6
I.e 17, touch 11 , flat-footed is
Fort +3, Re( -s. Will +S
TIlt' thick mist thatcovers thefloor of this room Speed ]0 ft. (6 sq uares) , climb 15 (t.
slows you 10 a ,ml\l~ Abow )'DU, the uiling sl1im- Melee 8 te ntacles +] e.lch (para lysis) a nd
bite - 2 (ld'hl )
mt'fS, and multiple tentacles lash to~rd ~
SpKe 10 It: Reach 5 ft.
bt)tJnd tlte rippling, prrviously solid stoffii ~eaa. Base Atk +2; Grp +8
Spec ial Actions paralys is
TILE CARVINGS Abilities Str 14, De. 15, Co n 14, Int 1, Wis l S, Cba 6
Feats Ale rlness· , Combat ReAe.es , Track
A series of tilt'S [ UO$ in a line along each wall , JUS t above
Skills Climb +12, Hide - 2, listen +6 , Spot +6
the level of the th ick mist. E"ach tile is carved with the
Par.d ys is (EK) The target mu st succeed on a DC 13
pict ure of a dwarf miner, andsevetel of th e t iles on each Fortitude save or be par alyzed for 2d4 ro unds.
wa l] art mi ssing . Th e tiki are keys 10 acti vate the po rt al Skills A carrion crawler has a +8 racial bonus on Climb
bidden in [he remer of the room, beneath the , mist. checks a nd ca n always choo se to take 10 on a Climb
check, eve n if rushed o r threate ned while d !mb ing.
ILLUSION Cli mb chec k), since its check result when tak ing to is
The ceiling in Ih is roo m appe ars to be to fe;;tabove the
22. Th is means the crawler can move about the room as
floor. This is really a one-way-illusory U't1U. and the- actual
it pleases while the pe s are hampere d by Jhe rhkkmisr.
("riling Is 10 feel beyon d th at. H iding above t he illusory
The crawler pursues creat ure s out of the rQorn, returning
ceiling is a cameo crawler, The carrion crawler attacks
here if elud ed. ..
the PCs as soo n as they enter the roo m, moving down the
stone wall (and right th rough the iUllsorywal!) but remain-
ing out of the mist. DEVELOPMENT
Hale srer placed a spel l to encourage carrion crawlers to live
here to protect the por tal (th.. spell also makes the creature
TACTICS h igh ly aggressive). If th is carrion crawler is kille"ti, another
The crawler us es its cl im b ability to rem ain on the wall,
one takes up residence in tJ6 days.
avoiding th e mist. Because its natural cltrob ebtln yallows
it to ta ke 10 on Cli mb checks even when harass ed or
th reaten ed, it can re main on the wall even wh en h it in TREASURE ".
c om Q ~ r (whlcli force s a DC 20 ..,.. - A long-dead co rpsl~ in one cor n t' r~ t ill has .afew valuables
waiting to be recovered: a scroll of anulyZt' porful (see page
218),3 master work dagger with mith ral inlay, and a small
pouch con taining 2 ~ gp and a 50 gp garneJ.
1~
, c :Ii (!:'if.
-f< * =- .~
EnCounterL ~el4 ~ ,. TREASURE
- - . . h d -. - - - ~~ . l1utied 1.D th e mudpit is a well-preserved sUito(j~J studd ed
- -pa :e 94.~= •- Jell therarmorand arll1g oI'Jellther)a
- Uset hIsfac!lmlet1coul1terwllht croom esmptwnon ",- ' .t to be dl~scove:e'a
.mgW31
ero o
A d ' 1 fill d h d - h H ben eath th e mud (Search DC 25). One pe rch of poisoned
e l' Wl~ . m oc~upies t e nort wesl mushrooms grows on th e decomposed corpse of' an; ~dve n(
°r
recess
rou s
' ho rner °d t . IS rodom " ~'~h" h , S g r~w arcf~u nh
room rurer who carried an dixir ofhidingan d wrought silver b'rlU"m ~
t c mu pit an rh ro'fol:; out t c centra portIOn 0 t e S h DC
chamber. Some of the mushrooms are poisonous, e niiitihg of armor +1 C earc 15).
. toxic spores If dislurbe'd1see below). The ent ire room sti nks
of ror an d decay. . ~' ~
Whe n the PCs enter [he mushroom parch and appro ach
the mud pit, read: -
MUD PIT rC ,-
Themud pit serves as a carrion crawler hatc hery, fullof
immature- eggs and inhabited by one recentl y hatch ed
crawler. The pool is srair-stepped to a depth of of feet: It is
filled with brown mud and magiC"ally kept wet, lukewarm,
and filled with n utrients 10 g row healthy carrion crawlers.
A creatu re moving I ~ r()llgh the mud nius't spend -isqua res
. of movement for every squareentered rd cann ot take. a
5-fOot-SfCp. · -
OUNG
Encounter Level s
• Tht' deepspaw n's superior reach and the tlt'xibiliry o(its
limbs m'eans it ca n lash over the lipof the nest and attack
USf' Ihls loUtica l tn lOun ltr unl" Iht room "dt SCTlptkm -on its oppo nents as if they d id not have ccve r uts mult iple eye
f'<1gt 9~ . spotSon its body arid renracles allow Ir rc see any creatu re
it can reach), If irs op pone-nts fall back and use ranged
is room-was originally I network Of sm;U ptIssages. attacks, it hides ilself within the nest so it has tot al cover.
T'he deepsjewn had her dwarf-spawn remove some ofthe lfhit with area attacks by crearfrres il cannot reach, it leaves
Interior walls of the room , mak in g Itlarger. She and h er the ne st to attack them d uccr ly. It preferent lally attack s
two.gua rds rest withi n rbe mound of rubble. att ack ing reaturesthat ent e-r its nest. It uses us improved grab ability
anything th at dares to ent er the lair. ~ to grapple spe llcas ters so th ey art' less likely to cast spells.
When the PCs ente r the room, read : Iflt grapples a PC, it lifts th l;character 10 feet into the air
so it that if rbe character ma'('lllg'd 10 break the grapp ll' (or
I1tPl eamnt qui" is slldden ~ broken as two gra y- kill tbedeepspewo), he or she falls to the ground and takes
skinned humanoids clamber from the pile of ~ § Id6 points of dama ge. .
rubbleand ferocioilsly swing 511arPt stoneaxes. If reduce d ro 20 hil poin ts or fewer, H uk u rus uses its
These creatures have nocyesi-smooth /ksh·coven t uvr striolH ll'ou nJ ~ spe ll-like abili ry on itself. If reduced to
20 h it poi nts or fewer again , it tries to negc rlare with ih c
thelT fac.es where their eyes should be.
pe s, using an y grappled opponenls as bargaining chips. II
use s its dttect thoughts spell-like abili ty 10 monnor its foeS'
If the PCs move to within to feet of rhe r ubble-filled pit,
imennons (stalling as much as possible in the eOlrly part
read:
of the d iscussion so the abili ty can 100ke its full ef"&u). It i~
willing 10 allowint ruders safe passage through its ~rltory
At! eyeless, snakelikecreature rises from the-rubble, for a certa in amount of ttme (normally a \Nef!t); bribt- them
. .
folwH.lfd by th rtt tentaclesthat rta,h toattack you. or
with a piece trs treasure, and rell it aboVt nearby areas
(such OIS the undead g uardi ng Yq doon 's Orpt, though il
MONSTERS does not k now th ai name). Though it is relucram to do
The young deepspawn, Hukurus, resides within the so, it agrees ro relocare elsew here if Ihe PCs j n.~i s r and It
r ubble-filled. bowl-shaped depression in the center of rh ts
room. II kee ps IWO grim lock-spawn nearby. The grim -
leek-spaw n serve as guards and are completely devoted to
Huk urus. W henintrudefS appear, the grimlock-spewn 2 GRIM LOCKS (DEEPSPAWN) CR 1
move 10 confront [hem firsr. Hukurus remains hi dde n in hp 11 each (2 HD)
the rubble, watching an d waiting for rhe best tim e to rise NE Medium monstrous humanoid
, --,
up and attack. ~ Init +1; Senses sce nt, blindsight 20 ft.*, blindsense 40 fl.*,
scent; Listen +5, Spot +3
TACTICS ' , _ ', ~ , * Grimlocks normally have blindsight out to 40 feet, but
the sou nd-dam ping effects in this part of Level 2
The grimlock-spawn try to keep enem ies frorn c jimb- reduce the effectiveness of their blindsight to 20 feel ,
iog th e rubble, positioni ng rbcm selves so they are close though they still function as if they had blindsen se out
enough to attack the Pes but able to make «necks of 1040 feet.
opportunit y againsl anyone ttying 10 get-past them 10the Languages Undercomm on
nes t. Att acks that dama ge a cl imbing creature force the AC 1S, to uch 11 , Ral,footed 14
target to make a Cli mb check or fall (in this case causi ng Immu ne gaze attacks , visual effec ts , illusions, and ot her
th e creature to roll dow n the edge of the rubble and land sight-based attacks
pro ne on the level 11000. Fort +1, Ref +4, Will+2
Hukurus prefers to remain with in its nest and use it as Speed 30 ft. (6 sq uares)
coce r agains t rbcse ccrstde th e nest. Its first attack is 10 use Melee battle axe +-4 (ld8+3/)(3)
its hold mondtr spell-like abilify on th e rcugbest-look tng Space 5 ft.: Reach 5 ft.
or heavi est-arm ored melee character; if successful it lasts Base Atk +2; Crp +-4
6 rou nds (th ough-a held crea tu re ca n attempt a new save Abilities Str 15, Dex 13, Con 13, Int 10, Wis 8. Cha 6
e-ach rou nd as a full-round action 10 break the effec t). Feats Alertness, TrOlck
Skills Climb +4, Hide +13*, Listen +5, Spot +3
* A grimlock's dull gra)" skin helps il hide in its eanve
terrain, conferring a +10 racial bonus on Hide checks
when in mountains or underground .
Possessions battleaxe
•
•
believes th(iy can kill if; it brings all of its spaw n with it if
this occurs., I CONCLUSION T
Remem ber thai a long fight or negotiation couldniean If the PCs ktll or drive away the de ep'spaw n .lhe~ each ga in
that th e room's he aling abil ily t rigger s one or more times. a stc ry'award 0£250 XP, in addition to the combs }cP. They
If the negotiatio ns last long enough tha t th e dee ps~a:\ vn is have eliminated a crea ture that ccoldrepopelare this sec tion
fu lly healed, it m ight attack the PCsllgain If u thin ks it has of Undermounrain with dangerous creatures. If they do not
the advanta ge. j defeat It but negot iate for safe passage th rough
give each PC a 100 XP story award.
in territory,
.
Ust ,fus tactical (n,ollnl" wilh IhcTOOm desmpfian on pllgr 95. NE Medium undead
Init -2; Senses da ekvtslon 60 ft.
The three skeleral monsters srarj; this encounter a the AC 16, lou ch 8, flat-footed 18
center IJf she room••They make oo";uempi to bide, and Fort . 1, Ref-1 , will +4
attack as soon as the PCs enter the room. Read: Speed 20 ft. (4 squares); can 't run
Melee greatclub +3 (ldlO +l)
Three skeletons charge toward you. You notice. fhat Space 5 It.: Reach 5 ft.
green liquid droolsfrom their ~ sockets;'nostS, Base Atk +2; Grp +3
and mouths. The IUjuid smells horrible a, it ,pal, Special Actions s tench slime
cwr thtir t~rsos and legs. ~ Abilities Str 12, Dex 7, Con .....:.: Int - , Wis 10, Ch a 1
SQ undead traits
Feats Toughness
MONSTERS Possessions greatclub, s plint mail
Th ese skeletons are- t ne anironed rem ain s of th ree of t he Stench Slime (Ex) When these creatures are in com bat, as
adventu rers who broke into yelJoon's Crypl: and became a free actio n th ey drool a noxious·smelling substance.
reclpienrs of his curse. They art" mindless, compelled to All living creatures within 30 feet must s ucceed on a
never leave this room but to attack any livi"n g thin g that DC 13 Fortitude save or be sickened for 10 rounds
enters. (sickened characters have a - 2 pena lty on att ack rolls,
weapon dam age rolls, saving throws, s killchecks, and
J rth e curse d adventurers are attacked from outside th e
ability checks). Creatur es that successfullysave cannot
room (by ranged auacks), rbeybeve enough sense to move be affecte d by the same creatu re's s tench for 24 hours.
our o f the way and hide in whic hever corne r provi des th e A deloy po;wn or neutralize po;wn s pell removes the
b H I prorecuon fro m the attacker. effect from a sickened creat ure. Creature s with
If someone casts rt moi't Clmi on a skeleton and make s im munity to po ison are unaffected , and creatures
iii suc cessfu l DC 15 caster level check, th e curse is broken resistant to poiso n receive their normal bonu s on their
and tha t ske leton colla pses tnto an mert pi le of bones, no saving throws. '
longer an undead creature. 'l.
" The
ideaof their capabilities, but do no t att ack. PCs m ght
DEVELOPMENT spot thes e other undead during th e battle (the zombies'
l b e noise ofbat lie here attracts the attenti on of the zorn- Hi de check is an u nmodified d20 roll). When it looks like
biellke unde ad in location 1t . They cautiously Peer into the skeletons in th is room are going to be destroITd, the'
th is roo m and ob serve th e pe s fighting in ord er to get an zombies ret reat out of sight into their t00 !TI. • .
, •
"'"
•
,
Encou nter Level 4
- .
VIe thi'iladica: e~ ~O utl t er wil h theroo.m de'i(rjp ~.jo,! on ~r 95.
• D IVINE GUARDIAN ZOMBIE
0.•. . hp _42 (6 HD); DR S/slash ing
NE Medium un dead
lnit +0; Senses darkvlslcn 60 ft.: Listen +5, Spot +5
CR2
If the PCs approach from the sout hwest co rri dor, the:two AC 16, tou ch 10, flat-footed 16
undead he re wait in the m idd le of th e room . If the pe s (:om e Fort +4, Ref +2. Will +3
from the east after deal ing w ith the cu rsed adventu rers. Speed 20 ft. (4 squares); can't run
these undead h ide behind the eastern statue and wah for Melee mor ningstar +6 (ld8+3)
the pe s to enter (Spor t li'~ ck o ppose d by th e u ndead's lHide Spa ce 5 ft ,; Reach 5 ft.
check, which is af! unmodified d20 roll ). • Base Atk +3; e rp +6
When the PCs firs t no tic e the guardian zom bies, re:ld: ~ Spe ll-Like Abilities (Cl6th):
~ 3/day-inflict light wounds (DC 6)
You see two muscular, z(jImbielikecreatures with l /day- inflict moderate wounds (DC 7)
leathery s}dn, their eyesglOWing with y~ll~w fur,y. Abilities Str 17, Dex 10, Ca n , Int 6, Wis 6, Cha 1
SQ Single act ions only, undead traits
They begm to lurch toward you. as soon"as you come Feats Alertne ss, Great Fortitude, Toughness
into v ie~. Skills Knowledge (arcana) +2. Listen +5, Spe llcraft +2,
Spot +5
Possession s mo rningstar, scale mail
Single Actions Only (Ex) Zombie s have poo r reflexes and can
pe rform only a single move action or attack action each
round. A zombie can move up to its s peed and attack in
the same roun d, but only if it attempts a charg e.
Undead Traits Immun e to poison, sleep, paralysis, st unning,
disease, de ath, effects, necromantic effects, mind-
affect ing s pells and ab ilities, and any effect requiring a
Fortitude save unless it also works on objects; not s ubject
to critical hits . nonlethal dam age, ability da mage, ab ility
drai n, or energy drain; negative ene rgy hea ls; not at risk of
death from mass ive damage, but dest royed at 0 hit poi nts
or less; da rkvisio n; can not be raised; res urrection works
on ly if creature is willing. '
..
you itltcntly, but makes no aggressive moves. •~
.,
t he re is no way to negotiate with the aIlip; they will have
to ktll it as well. Before it emerges, t he alhp has total cover
relat ive to th e PCs (so turn attempt s against the wigh t have
TACTICS no effe ct on th e al lip un less it leaves the sa rcophag us, nor
Th~ an imated corpse is a wig ht formed from Yeldoo n's
do burst at tacks ce ntered ou tside t he sarcophagus).
dead body, Un less the Pes hailed him by name or in (he
If at any time d uri ng co mbat the Pes call Ye!doort by
nam e of hi s fa m ily, t he wight immediately attacks. It tar-
name or address him on behalfof his f:ll m ily, he pause;; ( 0
g~ (S th e toughest-look ing o pponrnt , using its en ergy d rain
let them speak. If t hey attack him afte r-doing this, he retali-
ability with its slams to qui ckly i ncapacitate c r ki ll before
ates and thereafter ign ores any attempts to negotiate....
moving on ro the next intruder. Th e wight knows t bat any The wighr a nd t he allip are li nked (t hey are t\1I'O undead
humanoid it sla ys rises as a wighr underits co ntrol, so if
halves of t he same person ), and they coordinate t hei r
it fa CH superior opponen ts, it fights de fe nsively until its
m acks perfec tl y.
slain victims rtse to aid it.
On t he seco nd round of comber (o rsbo rtly after a peace-
ful dialogue be-gins), Yeldoo n's spirit (in the Corm of an DEVELOPMENT {
,,--...~_lip} i , forth fro m the sarcophagm_If th e wight it; in 'leld'''ln has no i nterest tn ulJr.ing rD the li\"lng, ettept
COmb :lll, the- alhp jo ins in the attack. If the Wight is u lk- iii regam.. to hi s far:nily. I (f' qUic~ly becomes impatient if
ing with the res, the ellip rema~ns at the sarcophagus and the Pes use h is name an d fam ily to get his anennon then
, "
dodge the esue with orherqces ud ns about any topic, u~lud
ing how ht died , why he chose 10 be bur ied here, how he
CO NCLUSION !.:=O;:;:::=
If th e PCs negotiate WIth Yeldoon to get some 0 hi s trea-
acquired hts wealth, why he is now undead, rhe presenceof
su re fof h is fam ily and are allowed to leave safely, give th em
rhe alltp, and so on. I f the Pes give him the run around for 3 slOry' XP award as if th e y had defeated h im 'in combat. If
too long, he nre s ofrhelr games and attacks.
t hey r~nege on their agreement with him, he senses their
If he is lold of his fiunily's troubles or the search by his
beltayal, and his body and spirit leave his tomb ro hun t rhe
nephews, his demeanor softens a bit. If rbe Pe s swear to gi..-e
Pes (see page 96). Only fulfilling their' agreement, return-
his treasure to his nephews.Yeldoon .g~ to lei them l eave
ing.the tteasures. ot dest roy i ng his flesh and ~iri l can end
peacefullyand hands them several trt'3SUres:'a +j--lOn~1J , 2 .. . ~ • 1-
_ 1nese attacks.
chest containing 600 gp, hi s family signe t ring, a gOld b't-ace-
let with silver inla y worth 500 gpoand a nnycase holding 10
yellow gemstones worth 50gp each. He reiterates that they TREASURE
havesworn an oath to give these items to his family,a nd [ells Yeldoon's sarcoph ag us contai ns mote treasure than W 31
th em thatt hey will suffh his vengeance if rh('y betray.lhat he migh t offer t he Pes to give to hi ! nep hews , but the PCs
oath. Fin"ally, he gives .Ftrm rhe ornate medallion from h is ca n on ly ge t this 1001 if th ey kill him . l nis add itio nal 1001
neck (Yt'ldoo"'s cur\td mediIllioM; see page 217), He te lls them includes a cloak of prolection +1, t h ree +1 frost arrows, eight
t hat it is cursed an d tha i he no longer needs it, but rhev mig ht pieces of je welry wort h a tota l 0 £2,5 00 gp, and a sm all iron
find it useful. H e do es no t explain how th e medallion is . chest lined wit h black velvet th at contai ns 20 0 gpo ~
cu rsed o r how it m igh t be useful to t he pes, but he does say
th aI he has felt a strange surge of en ergy within th e mE~a l
lion since the ti me oft he recen t ea rthqua e. He t he n u rges
t hem to IN VC his lomb and closes th e door beh ind them.
GVUDD CR 3
hp 28 (3 HD)
Male dwarf fighte r 3
Belk ram's Fall, a ma ssive lava t ube , rises vertically alm ost
I N Medium hu manoi d (dwarf)
Init t o; Sen ses da rkvision 60 ft., listen t 1, Spot t 1 six miles into a large cavern t hat ca n be accessed by boat off
l an guages Common, Dwarve n, Ferran th e southward bra nch of th e River Sargauth, on t he east end
AC 17, to uch 10, flat-footed 17; t 4 AC against gia nts of skullport. O ne day (Il ho ur s) of d ri ftin g, o r a ha lf day (4
Fort -s. -z:
Ref t 1, w ill t2 against poiso n, s pells a nd hours) of paddlin g is all it takes to reac h Spiderha ven from
s pell-like effects Sku llport. For most of the jou rne y, the river tr averse s a long,
Speed 20 ft. (4 s quares) dark tunnel, onl y occasion ally interrupted by narrow beaches
Melee mwk dwarve n waraxe t 8 (ldlOt3/x3) o r rarelv see n to eithe r side of th e passage.
Melee mwk sho rt sword t 7 (l d6t3fl9 -2 0)
Ranged mwk light cro ss bow +4 (ld8119-20) Alt ho ugh th e pe s can spend li me in Skullpor r. or even
Space 5 ft.; Reach 5 ft. traverse the di stan ce from Sptde rhuve n back 10 th is larger
Base Atk +3; Grp t6 com mu nity in or de r to take adva ntage of its greater pool of
Atk Options t 1 o n attac k rolls agai nst o rcs a nd gobhnotds resources, in teractio ns in th is tow n are comple tely in t he
Combat Gea r 3 fl asks of alchemi s t' s fi re, potion ofcure pu rview of t he OM,
light wounds
Whel hc r t he rc.s d rifl o r padd le, the jou rney fro m s k ull-
Abilities Str 16, Dex 10, Con 14, Int 13, Wis 12, Cha 10 po n to Sptde t haven isn't witho ut risk . There is a c umulati ve
SQ stcnec unmng, stability
Feats Com bat Ex pe rtise, Improved Disa rm, Skill Focus 10% c ha nce per ho u r of t ravel alo ng t he Rive r Sargauth of
(Profess ion Ibrewe rJ), Weap on Focus (d warve n waraxe) e nco unt er in g so me ki nd of predator.
Skills Climb +5, Diploma cy +3, Profess io n (brewer) +7
Possessions combat gear plus ma s terwork breas tplate ,
mas terwork heavy s tee l sh ield. mas terwork owa rve n
waraee. maste rwork short sword , mast e rwork light
crossbow with 20 bolts, gau nt/els ofogre power, Around the bend along the passage of the dark River
backpack. 10 days trail ratio ns . 2 waterskins, bed roll, Sargauth, the tunnel opens up with cliffs shrouding a
10 tind!"rtwigs, flint a nd steel, silver holy symbo l fa rger cavernto eitherside. The cfiffon one side dwindles
- down to a shoreline where two paddlehoats rest in the
sand,just out ofreach of the water. Farther ahead, a " Th e gold piece lim it and assets of Spiderhaven are inflated
wooden bridge spans the width ofthe river, linking one due to the presence of t he Grand Bazaar, as well as th e tow n's
cliffface to the other. A series of lanterns that burn relat ively close proxi m ity to Sku llpo rt.
steadily in the darkness adorns the bridge. It can be AuthO rity figll m : Ch ief Constable She ru'Tan (LN female
reached by walking up the steeply inclined beach. sronechtld warblade 8); Ch ief Prc prteter jhaled ahander
Thisrleb errv (LN male gnome bard 9).
Bein g a relatively new town, Spiderhaven is composed pr irnar- Importan' c ha racters: Zha lla ndra Valenz (N E female dro w
ily of g no mes. A sprin kling of sronechildren- " , drow, derro, begu iler?" 5), no minal drow leader. Xanderdross Valenz (NE
an d goblins lill out the ramshack le co m mun ity. Resident s male drow swo rdsage's" 5), Zha lla ndra's righl ha nd; Mist ress
make a living suppornng rhose foo lhard y enough to at tempt Nora ll i (N fema le halflin g dread necromance r' ?' 12), loc al
a foray in to Belkrarns Fall. mercha nt and ru mo rmo nger.
Th e largest srrucrure in rhe settlement, ot her than the Town Guard: She ru 'Tan's professio nal g uards include lWO
bridge across Iht' rive r, is a massive sto ne lodge tb ar bears stonech tldre n (znd-level wn bb desr4 a nd th ree gnomes
an equa lly impressive sign wr uten i n several lang uages {J rd-level rangers).
(Co m mo n, Gno me, Dwarven, and Elven among them), II -'-'Ihlla: These new recruits, who have o n ly bee n ca lled up
marks rhe lod ge as rhe Gra nd Bazaar of Underh aven. (Under- in rhe last few weeks, inc lude five gnomes (znd-level lighters),
haven is the na me t he gnomes gave to t he ir community, three sronechtldren ( tsr-level warbla des), and fifteen gnomes
bu t t he influx of drow has led to the mo re com mon name (j rd-Ievel commoners).
of Spiderhaven , which even the g nomes have begun using
when talki ng abou r rbeir hom e.j There are dozen s of g no mes
KEY SIT ES
working i n and a round tb e bu ilding.
place s of tmc resr in Spiderhave n include th e following
A te n t tow n surrou nds t he grand baza ar, and represe n·
loca tions .
tanves of a numbe r of Underda rk races can be see n here,
including goblins, de rro, and drow. Th ey seem somewha t dis- I. Gra nd Bazaar
possessed and o ut of plan', Just outside t he te nt tow n, a dozen
The Grand Bazaar is ow ned a nd o pe rated by rhe g no mes of
sronech rldren (hu ma noids th at rese mble small stone giants)
Spide rhaven, established as a pe aceful tr ading post alo ng th e
hau l dead mo n strou s sp iders Into piles to be burned .
River Sarge uth . Stalls for nearly an y type ofware o r pr oduct
Though Spiderhave n is a rece nt se t tleme nt, its local ion
ca n be fou nd with in t he bazaar. Common and ma sterwork
along the unde rground River Sarga urh m akes it a ronve-
eq uipment (value ROO gp or less), suc h as detailed in th e
n ieru t rade partner for o the r den izen s and co mrn untucs
Playrr'J IlandbClok, is always availa ble for pu rchase he re.
of t he Underdark. It is important to note t hai t he largest
The gno me and stonechildren co mmu nity includes a
po pulation of gnomes and stonec hild re n dwell in cavern s
number of m agical artisans as well. Potions, scrolls, and
th at stre tc h be nea t h the g rand bazaar. H owever, they allow
wands of up 10 ROO gp value can he purchased readi ly from
visitors beneath th e grand bazaar an d into their homes only
th e Grand Bazaar, while other items (also of up to 800 g p
on extremely rare occ asion s.
valu e) have a 20% ch ance of bei ng on hand fo r purchase at
Sp ide r h a ve n (H a m le t): Conventio nal; At LN j ROO gp
any given ume.tr is poss ible however , to make special orders
Iim it"j ASH't , SU,OOO g p"; Popu lation 400; Races (integra ted )
(up 10 1,200 gp valu e) w ith the me rchan ts. The se ord ers can
g n o m l~ 2 _~ (), sronechtld SO, gobl in 30, d erro 20, drow 40,
gcucrullv be filled inside of t wo weeks. All suc h special
other to .
transactio ns mu st be nego tiated t hrough Chief Proprieto r
[hai'edalia nde rThistle berry, a nd a 50% down payment rnu sr
SAUGAUTH BLUES Ettercaps III (EL 5): This mated pair of ettercaps have set a
Those traveling the River Sargauth ca n encounter predat o rs. It massive web ac ross the tunnel 10 cat ch creature s that might be
is importa nt that the DM regula te the frequ enc y and difficulty boarlog alo ng the river (M onster Manual page 106).
of suc h e ncou nters, depending o n the average party level and large Monstrous Spider s III (EL -4): These s pide rs fled
reso urces available. If the Pes have an abundance of resources, from Belkram's Fall and lurk in shallow tunnels alon g t he
you might want to hil the m with mu ltiple encou nte rs o n the ceiling above th e rive r, looki ng for prey (Monsu r Marlual
way to Spide rhaven. If t he pes have fewer resources, o r are page 289).
already qu ickly ;lppro;lching 5th level, pe rhaps no e ncoun ters lurking Strangle rs (l l (EL -41: These creepy flie rs nest in the
are need ed. nooks a nd crannies 10 be found along the t unnels and shore-
lines ofthe river, and frequ ently fly along irs length in search of
Poss ible eeccomers ;llo ng the river Sargauth ind ude: prey (Mo nster M Ofluolm page 1001.
be made upon placi ng such an order. The Ch ief Proprie ror 2. Death Becomes Her Beauty
absolutely refuses 10 travel into Skullpon in order 10 pro- A former adventurtng companion of the ch ief proprietor,
cure items on the PCs' beh alf (nor does he send any o f his Mistress Noralli enjoys a certain amou nt of latitude when
gnomes), despite the apparent resou rces of that 10000'n . He it comes to her business and how it is run inside the grand
simply isn't willing 10 rake the risk, which he considers 10 bazaar, Cranted, she has been shuffled off 10 the darkest
be consi derable. corner of rhe structure, bUI she still manages a good trade.
Th tstlebe rry allempls 1O charge as much as 20%over book Noralh is 3 feet 1311and as anracnve a hailling as you might
value for any given special order. It is importanr ro note tha i ever see. she spo rlS a pageboy haircu t and has jade green eyes.
the ch ief propr ietor doesn't like 10 be overwhelmed with She wears a snug and revealing black silk even ing gown when
banter, and so he refuses 10 negotiate wnh more than a single doing busines s, tho ugh in times of strife she switches to a
character over any given purchase. Because of this, it isn't rnith ral shirt over which she wears black combat robes. She
possible for another PC 10 assist a negotiating I'e. Ifany such is rarely seen outside the company of her loyal familiar Croat,
attempt to int roduce an additiona l person into the negcna- an imp that masquerades as a flying squirrel with "naturally"
lion is made, th e ch ief negotiator refu ses to proceed u nt il glow ing red eyes.
the other character leaves, and all further check s are made Noralli caters 10 a number of n iche markets in her deal-
with a - 2 penally. Additionally, The ch ief proprietor never ings with in rhe Grand Bazaar. First and fore most, she sells
sells an item for a price tha t is below hook value. Arrempr- a line of fine-quality soaps whose constituent ingredi ents
ing to negot iate a pr ice below book value closes negotiatio ns are high ly SUSpecl. Rende red hu manoid fa! scavenged from
until the potential bu yer decides to 'deal on more reasonable the sues of con flict, or even pu rch ased from folk who wish
terms." to see a body disappear without a trace, are likely th e most
Ch ief Constable Sheru'Tan, a 7-foot tall , gray-skin ned inn ocuous of these unment ionables. Either-way, in the public
stonechild with no hair and eyes the colorof coal, keeps th e eye, rhts is not h ing more th an th eory and conjectu re, since
peace in Spiderhaven. She can be an inti midating sigh t in nobody knows for su re, and Noralli isn't talking (on thi s
her gleaming muh ral breastplate armor, toting around a mas- particular subject, anyway). Scents include blueberry, cin-
sive greatsword that is as tall as she is. Despite the size of her namo n,jasmi ne, and patchou li. These can be purchased for
weapon , Sheru'Tan moves wit h ease and grace. Fair-mi n ded 5 sp per 1/ 2 pound.
in all her dealings, Sheru'Ta n is an inte lligen t if implacable Second , Noralli maintains a stiff trad e in the previously
foe of any who would dis rup t the peace of Spider haven. owned cloth ing business, pur chasing (or mo re oflen acquir-
ing) said clothing from those who no longer need it, and back 10 the ir drow superiors. In the meantime, they rake jobs
the n mending and cleaning (or dyeing if overly stained ) each from anyone will ing 10 pay their rates.
article before placing it on a rack for sale. Most frequently, These villains have a half-dozen goblin agents workin g for
these amcles come from independent business folk who hap- them as spies th roughout rhe commun ity while rhey move
pen ed upon the newly deceased wearer of said articles, and from place to place above and below grou nd, work ing for
wish to earn a few coppers for all'. The rumor is that Nora lli anyone who can afford them. They have become quite afflu-
is a master of rem oving or concealing sta ins of all sons, ent in a short period of ti me.
includ ing those from foods tu ffs, all', wine, and even large Zhalla nd ra and Xande rdross attempt to h ire the Pe s to
amoun tsofblooJ (though th is final one is discussed on ly in report back anyth ing they might discover regard ing the
quiet conjectu re). Nearly any type of outh t can be procu red desrrucuon of the Citadel, as well as possible causes for the
at half the cost given in the Playtr's Handbook. However, ir is desrru cnon. They are also Inreresred in other in formation
clear that e-ach of rhese ourfirs has seen better days. rhe Pes mighl u ncover about the cu rrent state of Belkram's
Finally, Mistress Noralli operares the only carousel known Fall, includi ng who currently resides there or other routes
to extst in rhe Unde rdark ,consrrucredentirelyofpreviously into or OUI of the great lava tube.
living ani mals rhat now exist in a beni gn state ofun dearh for If the PCsdiscove r that even a small portion of rhe cavern
the amusement ofchild re-n and adult riders alike. Four horses, thai housed the Cnadelo t Belkram's Fall remains intact, zhal-
two mules, a gian t eagle, and (than ks to recent event s) thr ee landra and Xanderdross offer them a job, The drow agree to
large spiders popula te th is att raction. A ride on th e carouse l excha nge an amou nt of diamonds sulrable for casting TlInt
costs 2 cp and lasts 5 minures. Riders are warned to keep all JtllJ twice for an escort dow n to the Citadel, as well as for
appendages away from the mouth s oftheir mount s, however, assistance in searchi ng the area. The agreement , however,
because some lend to bile. includ es a provision th ai absolutely anyth ing found in th e
Aside from her u nusual business , Norall i is someth ing of Citadel must be handed over to Zhallandra and Xanderd ross
an anomaly as the only resident halfling and ch ief rum or- for return to rbe appropri ate drow famil ies.
monger of Spiderhave n. Spend ing any amoun t of time in Pes who refuse 10 assist Zhallandra and Xanderdross find
her company, which is atypically amicable for a drea d nec- that they have made an enemy of rhe tw ins, resulting in a
romancer, is likely 10 net one or more of the rumors in the hostile visit when rhe PCs are atlas r ready for such an encoun -
accompanying sidebar.Allhough she was raised 10 be honest ter, At the same time, Pes who agree 10 assist Zhallandraand
and forthcoming, Noralli can be tat her crypnc at times. Some Xande rd ross also run the risk of attack, especially if they
say that her pronounce me nt are noth ing more than blather, u ncover anyth ing of interest in the ruins below and refuse
and that the hatfling doesn't even know what she is saying to hand it d irectl y to the drow. Again, the twins wait un ti l
most of tht' urn e. the l'Cs are most vuln erable to strike, such asjust after a hght
with denizen s ofth e ruined Citadel. They aren't necessarily
3. The Ephem e ral De n Interested in kill ing the PCs so much as the y are in complet-
The Ephemeral Den recently opened among the tent s of ing their job and gr ttingasfarawayfrom Undermountain as
Spidcrhavcn . The drow Zh allandra Valenz and her twin they can. How involved the Ephemeral Den become s with
brother Xanderd ross operate the cstabltsh me nt, offer ing The pe s activit ies in and around Bclkram's Fall is up to you
their servi ces as irwestignrors and finders oilost th ings.Thl· to dcrerrnine. Gener ally speaking, if the pe s are having an
true purpose of thl' drow siblings is ro discover the cause of t'asy rirru-, thl·S(' drow opr-ranves can be used to complicnrc
the destr ucnon of th... Citadel of Belkram's Fall and report things. However if the opposite is true , you might want to
min im ize or elimina te any possibility of Zha llandra and
Xanderd ross becoming mixed up in the PCs' activi ties.
Zh allandra and Xanderdross appear to be typical drow-
NORALLI'S CRYPTIC RUMORS black-skinned, whi le-haired , and possessing eyes th e color
• "Have you seen the tentacles in the dark? I've heard they
prey upon the goblins that serve our new neighbors." of blood. To other drow, it is d ear tha t these rwo are closely
, "rv e stood above the precipice and seen the bones moving related , but the average human would nor read ily notice rhe
below ill the darkness." signs. Both d row rypically dress in dark clothes. Alth ough
, "The draw are restless. Some leave. some slay. More stay Zhallandra appea rs ro be qu ire amiable and even charming
than leave." in her dealings with rhe PCs and et hers, her motives are typi-
• "Belkram's Fall was not fatal, though st ill he slumbers in
the darkness. Don't wake him, unless you wish to invoke cally nefariou s. Xande rd ross is no d ifferen t in that respec t.
his wrath." though he often makes no pretense ofciviliry when deali ng
• "The tube looks dark and cold, but be careful of the fire with inferiors-and since he considers all non-drew to hi."
thar crawls up walls." inferior, he lets his sister do most of the talking. He is quil l'
• "Beware the Epheme ral Den , They serve no purpose but protecttve of h is sister, and like most male drow he looks to
their OW Il , and even they don't own their own purpose."
Thi s is the first platform rhe dwar ves cons rruc red. Initially, The cavern beyond this platform sheds a dullradiance
depending on visual acuity and ligh t sources, the pes migh t all its own. Fungus ofall types growsfrom every sur-
not see where the walkway exte nds to. Pes who approach the face of this large natural cavern, giving off a heady
rolled-up walk way and look over th e edge can see Platform scent that you can smell ellenfrom thefor end of the
2 below them in th e dark ness. w hen th is occ urs, rbey are walkway. The cavern has a rather steep decline as it
also noticed by the dwarves who stand gua rd on the lower curves away from sight. You notice giant walking
platform. mushroom s with eyes and arms movingaround inside
Tact ica l Enco u n te r : 4 - 7, Unholy Protectors (page 134). the cavern.
The cave is home to a small village of myconids that are O ther then the supplies describe d above, this platform stands
charged with the following task: "Do not allow anyone who emp ty. The dwarves use this platform as a staging area for
seeks to harm Abbarhor's [or whiche ver evil god you are further construction. At some point they plan to use the
using ] good work to pass." Most of the mycon ids here are bones fou nd here to complete constr uction of the walkway
rather small and underdeveloped , so it mig ht be possible from Platform 9 dow n to rhe temple below.
for the Pes to simply erad icate the lot of them. However, it
is also possible for the Pe s to attempt to commun icate peace- P6: READY, SET, DIE!
ful intentions (should they be so inclined) and pass thro ugh Th is platform is empty, excep t for the rolled-up walkway
the cave without a fight. leading to Platform 7. However, assuming the commander
If the Pes do no t immed iately attack, an elder work er from Platform 2 made a successful escape from the PCs in
appro aches them and anempts [ 0 open up a dialogue by that encounter, a deadly ambush awaits the characters he re.
releasing a cloud of rapport sport"s. Any PC who fails a DC O nce the PCs turn or rebuke the walkway leading from
t 5 Fortit ude save (Will ingly or otherwtsej can commun icate Platform 6 dow n to Platform 7 and begi n heading down that
wit h the rnyccrods telepath ically thereafter.The elder ....sorker ....a lk...."lIy, a hooded pupilofthe evil god on Platform 8 rebukes
speaks for his people, dem andi ng to know why the PCs have his walk w"3y and links it to Platform 6. When th is occu rs, rhe
come. He has no intent ion of allowing them to pass, since hooded pupil moves to attack, and both clerics hope watch
he assumes they are here to cause h arm either to the elder the Pes bet ween them on the walkwa y.
workers people or to the dwarf god (e lse why would the Tactical En counter. 4-- 10, Ready. Set, Die!(page 137).
dwarves stipulate otherwise in their ag re erne nrr), and thus
they must be turned away. P7 AND P8: EM PTY
If the PCsca nconvince the elder wo rker that they have no Assuming the attack on Platform 6 occurs as described. these
inte ntio n of harming the mycon ids and promise tha t they two platform s are essentially empty, though Platform 7 has
are nOI here to harm the good ....-orks of the dwarfgod (a task anothe r bone tableand chairs. Ifthe PCs managed to stop the
that requi res them 10 make a successful DC 20 Diplom acy cleric on Platform 2 from maki ng his escape, then Platform
check or a DC 25 Hluff check), the mycon ids allow the PCs 7 is empty, and on ly a sing le cler ic stands guard on Platform
to pass th rough the caver ns u nmolested. Only Pes capab le s . In th is case, the cleric casts Invisibil,ly when he sees the
ofcommun icating with the myconids (those who failed their PCs coming and th en rebukes the bridge leading dow n to
Fort itude save against the rapport spores)ca n assist with th is Platform 9 , fleeing (0 warn Drexlvn of the- intruders.
task.The mycon ids do not respon d well to Pe s who attemp t
to comm u nicate through hand gestu res and body language, P9: DREXLYN'S LAIR
since rhey view that type of language as crude and uncivi- This octagonal bone platform is much larger than those
lized. Additionally, since the mycon id langu age is telepathic above it. A large throne constructed entirely of bone
in nature , spe-lls such as lOlIlr n·hOl.l la llguagn and tO llgues are sits at one end of the platf orm and glows with a pale
of hn le use 10 the pe s in this encoun ter, luminescence, clearly lighting the entire platfo rm. Upon
Deepe r with in the chamber, closer to the exi t an d to th e throne sits a dwarf with skin like porcelain. His
Platform 5, the grou nd grows extre mely swampy as a n at u- luxurious black beard is tied into one long braid that
ral spring wells up fro m the stone floo r and ha s created a hangs below his belt, and his black armor seems to
miniat u re mars h. The ground here is qui te slipper y and absorb light from the surrounding area. He might be
difficu lt to naviga te without fall ing in th e water. More mi stak en fo r a statue, unt il his blood-red eyes flutt er
informa tion about this area can be foun d in th e tactical open, and hisfa ce twists in a snarl of pure hatred.
encounter.
Tactical Encou n ter ; If the pe s choose to attack the m yco- Drexlyn, the- vampire dwarfd eric who leads this band, isinsane
n ids at any time, refer to tactical encounter 4-9, Ferocious with hatred for the draw who originally drove his beloved mas-
Fu ngu ~ (pap;e 1).. ). ters from Bclkram's Fall.Though the PCs might not be draw, the
dwarfisntroopicky upon whohe takes hisvengeance. Drexlyns
P5: STAGIN G A REA coffin is hidden in the base of his large bone throne. If the PCs
Long, narrow bones are stacked neatly in a series of cause him to Ilee, the-y can notice that his gaseous form slips
talf piles on this platform. Open sacks containing between the bones mak ing up the throne, and they might see
bundles ofthe long, stringyfilam ents used to bind the his coffin among the shadows within (Spot DC 20).
platf orm s together lie next to the stacks ofbones. Tactical Encounter: 4-11 , Drexlyns lair (page U8).
,.
Encounter Level ,
··TRAPS
Each guard stat ion features a n umber of tra ps designed
Use Ihls ladical (ncounttr with tht room atsc-rtpho on
to elcw progress and weake n any intr uders. Th ese are
pagt 119. .'
de scribe d below.
As 'rhe PCseloOplOlt' gu~ starions A-F, there is the.distinct
possibility thaI tbey e ncounter 11 pei r of grells . Run just GSI: Spell Turrets
one encoue rer per guard station, if a grell bun ting parrot Gu ard Station Spell Turrets trst-leve l wiurd spells):
C R 2; Diminutive magic device , vis ual trigger (tflU seeing);
is present, as indicated by a ran dom check.. ."~~~~""'~
, awonl.Jtic reset: four different spe ll effecrs cag once .....r
There is a 25% c~ nn' that the Pes eecounrer grells in r~
guard stations A , H, and C. Tht' c hance increases 107$%
in guud statio ns D, E~ and r. 2 GRELlO • CR 3
!.n guard stations ~ B. and e..roll again if an encoun- hp ] 2 eac h (5 HD)-
ter is c:lllt'd for [ 0 determine which of the two tact ical NE Medium abe rratio n
encounters (0 use: 01 5,encounter 4-1> 76-100 , encoun- Init +2; Senses blindsight60 It., sightless; Listen +4,
ter 4- 2. Spot +4
Languages Grell, Under co mmon (comprehe nds , but
If the roll indicates Encou tllet 4-J , reed the followi ng as doesn't speak)
the grells s wreep into the are-a: AC 16, to uc h 12, flat-fooled 14
Immune e1eclricity, par alysis
Th'O creatures float Into the room. They m emble Fo rt +], Ref +] , Will +4
massiVt' brains with raptorlihe beaks.flO!lting Speed 5 ft. (1 sq ua re), fly]O ft. (pe rfect)
Melee 10 ten tades +5 eac h (l d4+1 plus para;lysis) and
"bow a tangle of lon.& writhing tentacles. The • bite +0 (ld6)
..wrbfc of rome strange language issues from their
==:;; Space 5 fl.; Reach 5 ft. (10 ft. with lentades)
beaks as they approach. Base Atk +]; Grp +14
Atk O ptio ns co ns tric t (ld6+1), expe rt grappler, impro ved
grab, paralysis
TACTICS ~_ ~
Abilities Str 12, Dex 15, Con 14, Int 10, Wis 11 , Cha 9
Deter mi ne whic h area of the g uaro. s latiori~t he grell
SQ flight
encou nter ta kes place (0 1-40, GS 1;j"f";'75, GS2; 76~OO, Feats Flyby Attack, Weapon Finesse
CS3). The gre lls' tacti cs c hange, depending on where th e Skills Hide +8 , Listen +4, Move Silently +8, Spot +4
atta ck occurs, _ , Con strict (Ex) A gref dea ls 1d6+1 po ints of damage on a
CSt ; IfatIack ing the pe s fro m the battlement, the grells succes sful gra pple chec k.
swoop i n f rom the lava t ube outside Belkiam's Fall They Expert Grappler (EX) A grellthat chooses to g rapple wit h
are aware of tbe'spel l t urret here and take advantage of t he o ne tentacle and re main ungra ppled itse lf take s a - 10
confusion it creates, waiting until the pes set off th~:fi rst pe nalty on its grapp le checks instead of the normal - 20
spell before swoopi ng in 'to att ack. . ~ . "'1 pena lty.
GS2: Th e g rells wait u ntil the PCs h ave eit her encou n- Improved Grab (Ex) A grellthat hits an o pponent of its size
o r s ma lle r with a tentacle attack can att empt to s tart a
tered or are in the m idst ofd is abling the t raps in th ~ area
g rapp le as a fre e action without provoking attacks of
before attacking . They rake advantage oft he ir fl igh t capa- !
opportun ity. If it wins the grappl e check, it esta blish es
btlmes in and aro und the pit t raps , trying"todraw the PCs a hold and can co ns trict.
unto th e tra ps wh ile bowrin g above them . Paralysis (Ex) Any c reat ure hit by a grell's tentacle mus t
GS3: Here, rbe gre lls atta ck the PC~ while they're ma ke a s uccessful DC 10 Fo rtit ude sa ve or be paraly':red
anempting to navigare th e ladders o r otherwise climb th e for 2d 4 rounds. Creatu res struck by mu ltiple ten tacle
stone wall to t he gallery above. Th e grells use their ability attacks in the s ame rou nd do not make mult iple saving
to fly to theiradva nrage, attacking when th e PCs at e most throws; inst ead, they ma ke a Single sa ving throw, but
vulnerable and less capa ble offullydefendi ng themselves. the DC increases by 1 for every additlcnal tentacle that
W hile d im bi ng, a PC loses hi s o r her De xterit y bon us to hils in the sa me round.
Flight (Exl A grell's bod y is unu sually buoyan l. The creature
AC (i f a ny) and ca!].'t uSC' a shield. A climbing character ca n
co ntinuo usly produces a n effect like thai of the fly spe ll,
P.lluSC' to f~e one ba nd ro cas r a spe ll or use a weapon. • which it ca n use to mo ve at a speed of]O feet (per fect
maneu ve rabilily). This buoyancy also grants the grell a
permanen t feath er fall ,ffeet with pe rso nal range.
Silhtle$l (Ell) A grell is immune to gaze attacks, visual
effects, illusion s , and oth e r attack forms that rely Of!
Sight.
..' ~l
round in se order. no spells cast every fifth round bui I;pell
)
f;
.
floor Blade Tr ap s (2)(St at io n s C an d E):CR 1j imoduni-.
turre t selfrepatrs 4d8~20 hp, Search DC 26; Disable Device C31; touch tr igger: automatic reset; Alk +10 me l ' IT2d4 4,
DC 26; AC 7, hardness 8; hp 200. I scyther. Searc h DC 22; Disable Device DC 22.
SialiollS AlinJ [Sptlls:'(Q."~ft'lIr(DC 12). gfta ~ (DCU: ~ ray
4{ t "{«bltmr"' (t 5 ra nged touch), maglt mm ilt. j GS3: Lad der Tra p
Stations Band D Spells.: wla r Il'00y(DC 12). jl:rrll.>i (DC 12), Anyone who makes a DC 20 Spot check when wit in 5 feel
sleep (DC 12), It1.olgic mi~lilt. t of a ladde r no tices an odd colorauon in the meutaboul five
Smllon! C anJ r Spells: magic mllstlt;S'"'t{DC.12h burning fet'l up!" The odd colorauon is due to scorching caused by the
hanJs (DC 12). mdgit missilt. • ". bwrhmg.b anJ~ trap set on each ladder. Anyone wlJ.:i clim bs a
A part icular spell rurrer (one per door) targets the closest ladder wuhour disarm ing th is trap is ~ubjecl 16 itseffe-ct.
unrecognizedcreatureand h.1S a sse-degree arc of fire. lbe Burni ng H ands Trap: CR 3; m,1glc device; Rto¥imily
order in which.:ll turre t casts its spells is SeI ; it cycles tbrcegb tri gger (,1larm);automa tic reset; spell effect (burn ing hand s
them in the same order each rime, healing and re-setting srh-Ievel wizard, 5d 4. Reflex DC 12 half) j Search DC 26; D IS-
itself every five rounds. ~ able Device DC 26.
• <.
GS2: Tra ps ~
CONCLUSION •
The yard here is covered by two to-foot traps, each triggered
by step ping into these areas. ;r h", traps reset automatically
or
The PCs must defeat drive off the hunting grells to pass
"through this area and find the path down to the ae xr guard -
every 5 rounds. - . •
station. ..
Tripping Chain Traps (2) (Sta tions A an d D); CR 2,
If a grell is redu cedto 10 hit points or less, it att empts 10
mechanicak.Iocarion tngger; automatic reset; mu it iptt tar-
flee In orde r to alert the rest of th e colony. A fleein g grell
gets (trippIng and me lee cneck), Atk tIS melee to uch (t rip; _ 1
immed iately proceeds 10 the nea rest grrll phi losopher 10
+6 o~sed Strength check), Atk +15 melee (2d 4+2, sl!iked
report on rbe stat us ofthe intruders.
ch3in~Sea tch DC 15; Disable Device DC 18. to • If ,1 grell man3ges 10escape . the PCs have Id4 minutes 10
Note:Th is trap, is really cine trap th at trips and a sf'cvnd
leave rhe guard su tirn:; before eithe a pair ofgrells or a grell
t rap tha t attacks with a spiked chain . If the trip attack sue-
hunrmaster and. ~'O gncks arrive to deal wirh them. .-
ceeds. a -H- bonus applies 10 th e spiked cha in an ack because
e.
the opponent Is prone.
Ca mou fbged Pit Traps (l) (Stations 8 and F): CR -2j •
medtanlcal ; location trigger; automa tic reset; Reflex DC io
:.M.liJ:.~ 20 fl. dt'ep (2d6Tailing darn~); multwte targets (firs(
tar et in each 0 " "\\'0 adjac~nt ,s·foot squaref)' Search IX: 24;
Disable £kvke OC W
Encou n ter Leve l 7 2 CRIC KS CR 3
hp 9 each (2 H D); OR 10/m agic
Uft this tactifl1l (rlcounttr wdh tht roomdescription on pagr
, 119. N Med ium abe rration
Init +2; Senses dar kvision 60 It ., sce nt; Listen +6, Spot +6
As th e Pes exploreguard stations A- . rherei s thedlsfinet .. Languages -
poSiibility that Ihey encounter a g~U hu nttnasrerand its AC 16, touch 12, flat -footed 14
pa ir ofgrick -h ounds f Run JUStone encounter per guard Fort +0, Ref .2, WiIl . S
statio n, ifa grel l hu nt master patrol is present , as indicated Speed 30 ft. (6 squares), climb 20 ft.
by a ra ndo m chec k. Melee 4 tentacles +3 each (l d4.2) and
There is a 25%cha nce that th e PCs'encounter gr:ells jn bite - 2 Ild3.1)
gua rd stations A, B, and c. The'chance inc reases to 75% Space 5 ft.; Reach 5 ft .
in guard statio ns 0 , E; and F.. Base Atle . 1; Grp +3 .. - ~
1!1 g uarQstations At B, and G, ron
again if an en counter Abilities Str 14, De.. 14, Con l1 ,lnt 3, Wis 14, Cha 5
is called'for 10 deler m ine which encounter to use: 01-75, SQ -
encounter 4-1 ; 76-100, en counter 4-2. · Feats Alertne ss , Track·
In gu ard Slations q,.E, and F, the enco unter is always Skills Climb +10", Hide +3", Listen +6, Spot +6
fl A grick has a.8 racial bonu s on Climb checks and
wi lh a gr ell hunt master (use th is'encounler).
can alwayschoose to take 10 on a Climb check, even if
! •
If th e roll indicates encou nter 4 - 2, read th:following as
rushed or threatened .
.. The ir coloration affords grids a +8 racial bonus
th e grell hum masrer and its gricks sweep into the area: on Hide checks when in natu ral rocky areas. Due 10 the
abunda nce of stone in the area where they hunt, griclts
Two wormlikecreatures with fourtrntadessprau -' do get this bonus on the ir Hide checks for the pu rpose
'118 from their heads have slithered into the Cham· of these enco unters.
er. Anotht'f crrarurt foUows closely behind them. It
resembles a massive bmin with a raptorlike beak or more of th e gricks are slain , the grell atdc ks tht pe s in
melee combat. rreither grick is living when a PC becom es
thatfloating atopa massof long, writhingttnta-
paralyzed or uncon scious, it lmmedtarely grabs the im mo-
des. Jt holds a long; slender silwr tube in o.ne tenta- bile victim and attempts to drag the charactej away from
cle. The tube crackk swith electricity. th e area for im mediate consu mption.
Th e grell hu ntm aster allows the gric ks to ch arge into
TACTICS melt'e combat with the PCs while it ha ngs back and uses
The gr lcks and grell do thei r best to sneak up on fhe party, rhe lightning lance. The grell doesn't move forwarJ to
hop in g to gain a sllrp,r ise rou nd. Once they attack, how- atta ck in melee unless on e of the gricks is destroyed c r
ever, (he:" grt ck s eng<tge th e pes in mele~ comb:li. while the . (he PCs manage to engage (he grell in m elee on the'ir ow n
g rd l k eeps its distnn, t' and use s its light"jn.fL;~(f.lf one ter ms.
'f .... "1 .. Derer mtne which- area of thc..·guanl stati on the "grell
huntmaster encounter ta kes place (01- 25, CSt ; 26-60,
GS2j 6 1 ~t OO, CS 3). The g rell's tact ics..change, depending
on where th e att ack occu rs.
. -.>,.
Sp ace 5 ft.; Reach 5 ft. (10 ft. with tentacles)
holds a long, slendersilvcr'ftlb.c in otlt!£ntade.• Base Atk +5; Grp +17
The tube crackles with electricity.' ,. .~. ,.
r TACTICS
''-4
. ~
• rc;
_ .
•
-
,.
Atk O pt ions constrict (ld6+2), expert grappler, improved
grab, pa ralysis
Wizard Spells Prepa red (Cl 4th):
2nd -invisibility, protection from arrows, summon
If a philosopher is aware of the pe s presence in their monster II
home ; it begin s the encou nter invisible . While i nvisib le, ..;. 1st-charm person (DC 14), mage armor, obscuring mist,
a philosopher casts maw armor an d prolection from I1rrOUIS roy ofenfeeb lement (+6 ranged to uch)
on it self. _ ' -• . O-daze (DC 13), detect magic, mage han.d, touc h of
~;:::::::::--When combat begi ~s, the grell's:first action is to ~asr ~ fatig ue (+7 me lee touch, DC 13) r
'summon monster II , the n charm peno n on a warrior. .. Abilitie s Str 14, Dex 12, Con 14, Int 16, Wis 13, Cha 12
Deter mine which area of t he guar d station the grcll SQ flight
l philosopher e ncounter takes place.(01-':"55, GS2; 56-100, Fe ats Combat Casting, Flyby Attack, Gre ll Alchemylo"',
Improved Initiative, Scr ibe Scroll"
GS3). The grell's tac tic s cha nge, depe nd ing'o n wh ere t he ,
- ',," =>j[M Skills Concentration +11 (+15 whe n cas ting defensively),
attack occ~n;:. - , 1 c '1\ Hide +11, Knowledge (arcana) +6, Knowledge
GS2: If a ph iloso phe r is encou ntered here, a grell h as (du ngeo neering) +6, Knowledge (natu re) +6, Listen +9,
rece ntly drop pe d by with food fo r the phi losoph er (acap! Move Silently +11, Spot +9
rured PC p r large spider), ~nd rhe creatur~ is eating-ir:~s Pos se ssions lightning lance
area. .' Cons tric t (Ex) A grelt deals 1d6+2 points of damage on a
GS3: If a philosopher is encount ered h er e>.. it is co n- successful grapp le check.
• strutt ing a ligh'jning Jrmcc, 'The lance is ,i lJCOm p]ct e and Expert Grappler (Ex) A grell that chooses to grapp le with one
- -~. u. n usable.. - :- . --" -':I;
- t ......
>} ~ ;'it) te ntacle and remain ungrappled itse lf ta kes a -10 pena lty
, -- to its grapp le checks instead of the no rmal -20 penalty.
Im proved Grab (EX) A grell that hits an opponent of its size
CONCLUSION . "', . o r small er with a tentacle attack can attempt to sta rt a
A g rell philosopher fig hts to the d eat h, thoug h it isn't grapple as a free action without provoking attacks of
above calHng ou t [ 0 the rest of t He co lony fo r ass istance. opportunity, If it wins the grapple check it establishes a
pes who Hnger in t hese areas for longer th an 7 ro unds hold and can constrict.
afier combat begins att ract t he -add ed attention ofa pair of Paralys is (Ex) Any cre ature h it by a grell's tentacle must,
ordinary grells (75%) or another grell philosoph er (2S%): make a DC 10 Fortitude save or be para lyzed for 2d-4
- . - ro unds , Creatures struck by mu ltiple tentacle attack, in
&v-t~ ~ , the same round do not make mult iple saving t hrows ;
instead, they make a single saving throw, but the DC
incre ases by 1 for every additiona l tentacle that hits in
the same round. '
Flight (Ex) A gretl's body is unusually buoyant . The creatu re
con tinuously p rod uces an effect like that of the fly spell,
which it ca n use to move at a speed of30 feet (perfect
mane uverab ility). This l;l uoyancy also grants the gre ll a
pe rman ent feather fall effect with personal range .
Sightle ss (Ex) A grell is immune to gaze attacks, visual
effects, illusio ns ; and other attack for ms that relyon
sight,
-,
G FAd:E
Encounter Level 6
~ - .
If the pes elect to explore the ru ins of th e Citadel and you
decide to ru n rbts (, llCo~ n l e r, read: j
Screams and waifS s1iJdenly echo off the
crumbling waUs aroun d you, and a gray shape
rises from the darkness. Its muS€ular form looks
solid, but its featureJm Ill'ad is surroundrd by
man y ghostly faces. .
.
The creaturein
~
DEFACER MM4 hole, nor does it create a ripple or any other signs
hp 71 (11 HOI ; DR lO/ silver (although its frightful kee ning can still be heard).
Stunning Possession (Su) A creatur e with an Intelligence of 3
NE Mediu m undead
or higher that is st ruck by a defacer's slam att ack mus t
Init -+2; Senses da rkvis ion 60 ft., rremcrs en s e 60 ft.; Listen
make a DC 17 Will save or be stunned for 1 round .
+15, S pot +15
While the creatu re is stunned, its face takes on the
Aura fr ightful keening (GO fl.)
shape of one of the defacer's victims and screams for help,
Languilges unde rstands creato r's orde rs
using the languages that individual knew in life. When the
AC 19, touch 12, Rat-footed 17; Dodge, Mob ility effect ends, the ghos tlyface returns to the defacer.
Immune unde ad immunities Steal Face (Su) If a defacer 's slam attack kills a crea ture with
Fort +3, Ref +5, Will +8 an Intelligence of 3 or higher, the defacer steals its face as
Speed 30 ft. (6 squares); Spring Attack, earth glide an immediate action. This erase s the facial features of the
Melee 2 shims +10 each (ld8+ 4 plus stun ning possessio n) body, leaving a smooth, blank surface . Att empts to cas t
Space 5 It.; Reach 5 ft. speok with dead on victims of th is attack always fail.
Base Atle +5; Grp +9 This effect draws the soul ofthe creature to the
Atk Option s stun ning possessio n deface r, and it becomes one cf the keening faces that
Spec ial Actions stea l face whirl about the defacer 's head , preventing the soul from
Abilities Str 18, Dex 15, Con , Int 7, Wis 13, Cha 14 reaching the afterlife, beco ming unde ad, or being raised
SQ undea d traits or resurr ected . Nothing sho rt of des troying the defacer
Feat s Dodge, Mob ility, Spring Attack, Weapon Focus (sl<lm) res tores a corpse's face and frees the so ul.
Skills listen +15, Spot +15 For 1 da y after stea ling a face, a defacer's blank
visage takes the shape of that creature's face. This effect
Frightful Keening (Su) The faces that whirl abo ut the head of end s if the defacer uses its ear th glide ability.
a defacer constantlywail and scream . Anycrea ture tha t is tf a defacer sto le a creature's face by killing it and is
within 60 feet of a defacer and can hear is automa tically de stroyed within 24 hours of that act , its victim retu rns to
shake n. This is a son ic, mind-affecting fear effect . life (stable at 0 hit points) if its body is largely whole. Its
Earth Glide (EX) Adefac er glides through any sort of eart h face is restored. This return to life does not resu lt in level
except metal. Its burrowing leaves beh ind no tunnel or loss or ability drain.
. ..
2 DROW DIREGUARDS CR 3
andyou ~
hp 39 eac h (6 HD); DR 5/bludgeoning
NE Medium undead
Init +4; Sen ses darkvision 60 ft.; Listen +8, Spot +8
Languages Common, Elven, Undercom mon
decide to ru n thi s e~counter, read- ~ ";";"~~~.1!",. "'~" _ AC 20, touch 17, flat-footed 16
Immune cold, undead immunities
An aura ofsmoky black energy_emanates from a ", _- Fort +2, Ref +6, w ill +6
pair oflithe elfskeletons that stepJro~ ~ehin~a " _~.. Speed 30 ft. (6 squares)
large pile of rubble. Theskeletons .clutch [ongswora.(-- Melee 2 claws +7 (ld4 +3) or
Melee mwk longsword +7 (1d8+4Jl9 -20) or
and have longbows slungacross their backs. Melee mwk longsword +7 (1d8+3Jl9 -20) and
claw +2 (1d4+1) .
'd, .'
'" -"'. 'I
Ranged mwk composite longbow +8 (ld8 +3/x3)
Space 5 ft .; Reach 5 ft.
These crea tu res are . diregu ards, mo nsters originally
Base Atk +3; e rp +6
br ought in to U n der;n~u!'tai~ ! he d ro~ to serve as.!ire. · Spell-Like Abilities (Cl 6th):
Iessguards.A few of jbese c reatu res m:mag~J to escape Once every 3 rounds- magic missile
thedesrj ucrion of th e Citadel an d new wander the ruins Once every 10 minutes-blink
in pairs, carry ing ou t their fina l orders....... to patrol the area Abilities Str 16, Dex 18, Con -r- , Int 11, Wis 12, Cha 13
immedia tely around rhe lava tube an d dispatch any non- SQ force armo r, see invisibility, undead traits
drow they encounter. '
" ,..
'-
- §. :t'
=
:r
,. Feats Blind-Fight, Combat Cast ing, Power Attack
Skills Hide +1', Listen +8, Move Silently +11 , Search +8,
...,.,.T,ACTICS ' • ~ ,. - .; Spot +8
Posse ssions masterwork longswo rd, masterwork
The direguar ds do the ir best to ambush the pes, using t h e . composite longbow (+3 Str bonus) with 30 arrows
amp le cover-provided by the dest ruc tion of the Citadel 10
Force Armor (EX) The shadowy, translucent field of force
find sui table hiding places. The drreguards use their magic surrounding a direguard grants it a +3 deflection bonus
J missile spell-like ability in the first rou nd ofcombat (or th e to AC.
surprise roun d), and then step behindcover to use blin k See Invisibility (Su) A direguard can see invisible and
before physically attacking the PCs.;'From this point on etherea l creatu res and objects as though it were
the direguards use hit and run tactics, drawi ng the'r'cs constantly und er the effect of a see invisibility spe ll.
away from the mou tn otthe lava tube. The direguards fight
un ti l,they are destroyed or th e pes are slam .
"'"
•
,
AD VANC ED VASU THAN TM M ) CR 4
• hp 85 (9 HD); unh oly toughness
n
... .
CE Medium unde ad
Init +6; Sen ses blindsight, darkvision 60 ft.; Listen +7, Spot +8
If the PCs elect to explore the ruin s of th e Citadel and you - Aura trap light
decide to run th is encoun te r, read : Languages -
1 AC 15, touch 12, flat-footed 13
of
A 5~foo t·d i am ete r srl.l~rical cloud impenetrable Immune acid, cold, light, undead immunities
darkness approaches~As it draws near, black tend_rils Resist fire 5, electricity 5; turn resistance +2
Fort +3, Ref +5, Will +7
reach outfrom the cloud's opaque core, £
Speed fly 30 ft . (perfect) {6 squa res}
Melee slam +7 (ld6+2) and
A pair of advanc ed vasuthants roam th e ruins ofthe Citade l. up to 2 ener vating crushes {ld6 +2 plus 1d4 Str}
They do not tra vel together, and are us uall y encou ntered Space 5 ft.; Reach 5 ft.
only one at a tim e. ! " , Base Atk +4; Grp +10
In life, these creatures were powerful drow sorcererS: Th e Atk Opt ions improved grab, reality distortion
destruction 'of H alaster and the subsequent demo ltnoriofth e Abilities Str 14, Dex 14, Con -r-, Int 4, Wis 12, Cha 16
Cit ;j'd~l caused them ro nse from death as powerful vasutha nrs. SQ undead traits
"NeW" the y roam the wreckage in searc h of living prey. • Feat s Flyby Attack, Improved Grapp le", Improved Initiative,
''c " . Power Attack, Weapon Focus (slam)
TACTICS
.
'" f· ~
Skills Hide +8, Listen +7, Spot +8
Enervating Crush (Su) A successfu l grapp le att empt against
Th e vasiltha m s range away from each ot her, circling on a Medium or smalle r living creature pulls the victim into
opp.£site sid.esof th e rui ned Cavern in searc h ofprey. Whe11.
.
the center of the vasuthant . In that round and every
a vasurh anr COMIl,S upon lllivlng cre arure ; it uses every po wer round thereafter, a grappled victim takes l d6+2 points of
and ability It has to Hestroy that intruder. J1 ~
"'.. . . ~
damage plus ld4 points of Strength damage. A creature
reduced to Strengt h 0 by a vas uth ant dies.·A vas uthant
~. ~ heals 1 point of da mage for every point of Strength
, .;.1. ~ damage dealt , or gains 1 temporary hit point that lasts for
There's a 10% chance eac h round th at du ring comb at :j up to 10 minutes.
between the,;l'Cs an d the defacer, one of the vasurhanrs . A vasuthant can simu ltaneous ly grapp le with one .
wanders into the- confliCt-The p,ercentagc is so low becau se Med ium creatu re or up to two Small creat ures. Pinned ,
th~ vasuthant s Have learned that the defacer wails r~gar d less creatures are suspended inside the vasuthant while the ir
'of ~he ,i rcumst~ nl~es; it is much'more likely toh~ ni aking life energy is crushed ou t of them . Using this ability does
noise th an it is to be interact in g w lrh an Intruder- . not prevent a vasut hant from making slam attac ks.
""'During com bat between th e PCs and the di rt' gua rd s, th e Improved Grab (EX) A vasut hant can attempt to start a
chance of a v3sutha nt wan der ing intothe con flict rises to grapple as a free act ion without provoking attacks of
op portun ity when it hits with its slam attack . If it wins the
25%every round the combat goes on past the first round. If .
grapp le, a vasuthant immediately em ploys its enervating
a vasurh anr joins in suc h a batt le, it allows
-,
thII;; e dt reg da rds ~• crus h attack.
to rake the forefront in combat. . 1>- _~ . . Reality Distorti on (Ex) Three times per day (but on lyonce
Ifa battle with a vasuthant lasts more th an 4 rounds, there per round) , a vas uthant can take a free act ion to reroll any
is a 25% ch ance in [he fifth round that the other vasu t banr "': unfavorable die roll or force its opponent to reroll a
appears fo aid its com patriot. Th is .chence incr eases by 5X;~' favorable die roll.The vasuthant must accept the resu lt of
for every subsequent round ofcombat, " the reroll. -
Immunity to Light (EX) A vasuthant is immune to any harmful
effects of light, eithe r nat ural or magical. All cleric spells
of the Sun doma in as well as othe r spe lls with the light
descriptor (such as daylight) have no adverse effects.
Trap Light (Ex) A vasuthant creates a 60·foo t emanation of
shado w, absorbing nearby light (magica l and
nonrnag lcaf]. Creatures within this area , including the
vasutha nt, gain conceal ment . Creatures that have low-
light vision or darkvlslon can see normally within the
area. Light sources within th e area are s uppressed , not
dis pelled. If a vasutha nt moves out of range before th e
light source's duration expires, the light sou rce
illuminates again (the illumination cannot extend within
the area of the effect).
-.:... ~
~
HOLY
~,
•
Encounter Level z • 4 KNIGHTS OF AVARICE CR 3
hp 35 e ach (3 H D)
,.
U" ,hIs llUti(QI tnt Olln'er WIth the room description on pag." 114. Dwa rf knighl ....l 3
l E Med ium humanoid
Jflhe.l'Cslookoverlh~edgt"ofPlatform 1toward Platform ln it +1; Sen ses da rkvision 60 ft .; Liste n +0, Spol +0
2.lhey immeJi,iItely :m rac l the anenti-on of the dwarveS'" langua ges Com mon, Dwar ve n
play ing c#lrd ~ belowtrn.m. These dwarvesarechargedwith ... AC 21, lo uch 11, Aal·fooled 20; +-4 agai nst giants
rhc defense of the Uppe-f scaffold ,and Ihey carry our rhelr Fort +-4, Ref +2, Will +3; +2 ag ainst person. s pells, an d
charge wnb th etr llves . Read: spetllike abilitie s
Speed 20 ft . (-4 squ ares)
A dwarf rim rebuk" tlu bridgefr'!m jeu pLit- Me lee mwk dwarve n wa raxe +7 (l d lO+2/ x 3)
_ ,n ' , ~ (Qu5ing il to rxtmd toward the platfann below Ran ged mwk light crossbow +5 (ldS+l plus 1d6
col d/19 - 20)
jou, Tlw d","w, I.,avlly 1m ",th plate armor
Sp ace 5 It.: Re ach 5 ft .
and shields fnRMvtd with g symbolifjeweled dagger, Base Atle +3; Grp +5
andwiffdingdwar.wn U!arllXt'5 rttOW' qUjckly up the Atk Opt ion s knight's challenge (2/day fighti ng challen ge
bonr bridge, issuing thalltl\ges as they appTOluh. 'Iwo +1), shield block +1
nton' Jakt aim with loadt'd crossbou.'So Abilities Str 1-4, DeK 13, Con 16, lnt 8 , w.s t o, Ch a 12
• SQ sto necunn tng, sta bility (+-4 to res ist being bull rush e d
o r tr ip pe-d), +1 o n attacks against o rcs and gobl ino ids ,
TACTICS knight 's code, bulwar k of defe nse
w.hen th e fiw dwarves notice the Pes, the cleri c immedi- Fea t s Mar t ial Study {Steel Wind )''', Mo un ted Comb at".
ately uses his rebuke undead :ability to extend the bridge Weapon Fo cus (dwa rven warilKe)
,,-:=~f,~
rom Platform t 10 Platform 2. Two knights move"quickly Skills Clim b +-4, Int imidate .. 4 (
.:: up the bridge eo arrack the Pes. The cleric uses another Pos sess"'ns ma s terwork full pla te armor, masterwork
rebuke attempt to em-ri d rhe bridge from Platform 2 to hea vy s teel s hie ld , masterwor k dwarvenwaraxe,
Platform 3 and th en flees in thac direction. Two kn ights ma st er work light crossbow with 10 +If rost /wIts
1 move ha lfway up the br idge toward Plar£.:lrm 1 and issue a Figh ting Challeng e (Ex) Can iss ue a cha lle nge again st a
fight ing challenge, addres sing figbters, cle rics, rogues. and si ngle oppon ent (possessing Int 5 or higher) as a swift
wi zards (ilJ thacorder). The ot her pair ofkmghrsfire cross- act ion . Th e kn ight gains a +1 mo rale bonus on Wilt
bows at the PCs. sa...es, attac k reu s , a nd dam age rolls against the target
of th is ability. The effe ct last s for 6 ro u nd s . A knight can
•
DWARF CLERIC
hp 24 (3 HD)
CR 3"" issu e a knight 's cha llenge more than once pe r
en counter. If h is first foe is defea ted or fl ees the area,
he can iss ue a new c hallenge to a d ifferent foe. A knight
canno t switch foe s ifhis o riginal ta rget is stilt act!... e.
Dwarf cle ric 3
Sh ield Bloc k (EX) A knight ca n designate a single opponent
l E Medium huma noid .~ as th e target of thi s a bility dur ing h is action. His s hie ld
Init .. 5; Se nses darkvtslon 60 ft.; li sten +2, Spot +2
bonus to AC against that foe inc rea ses by 1.
Lan guag es Com mon, Dwarven
Bulwar k of De fe nse (Ex) An o ppo ne nt that begin s its t urn
AC 21, to uch 11 , fla t-footed 20 ; +4 ag ainst gia nt s in a knigh t' s th rea te ne d a rea treats all the sq uares th at
Fort +6, Ref +2, Will +5; +2 aga ins t po ison , spe lls, and the knight thre atens as d ifficu lt te rra in.
spetlttke abilities Knight 's Cod e
Spe ed 20 ft. (4 sq uares) A knight does not gain 0 bonus on olta ck rolls when
Melee mwk heavy mace + 4 (ldS+2) flanking. ~
Space 5 ft.: Re ac h 5 ft . A knighl never stri kes a f/otfooted oppone nt.
Base Atk +2; Grp +-4 A knighl never deols lethol domoge aga insl a helpless foe.
Cle ric Spell s Prep ared (CL 3rd): Violating a ny pa rt of lhis co de causes a knight to
2nd-inflict moderate wound, hold person lose one use of h is knigh t' s ch allen ge abi lity for the da y.
lst-bane, doom, shield offailh If no uses remain, t he knigh t takes a - 2 penalty on
a-guidance, inJIicl minor wounds (2), I'irt ue attac k rolls and s aves for the rest of tha t da y ins te ad.
Abilities SIr 1-4, DeK 13, Con 14, Int io, Wis 12, Cha 1-4
SQ stcnecun r nng, s labili ly (+-4 to resist be ing bull rushed
or Iripped), +1 on at tacks agai ns t o rcs a nd goblinoids
Feat s Imp roved Iniliat ive , Exira Turn ing
Skills Concenlration +6 , Listen +2, Spetlcraft +4; Spot +2
Possessions m asterwo rk fult plate armor, mas terwork
he avy steel sh ield , ma ste rwork heavy m ace, holy symbol
. ,
R I<lJADE
Encoun ter Level '
usethis tactical( tI{O lm ttr Il'llh Iht room Jtscriptittn ll'I JIII8j 12".
Th ree k nights ofavarice h ave recently established this' plat-
form asa fallback point forclerics fleeing from above. With
the help of the cle rics, tb ey have cons tructed a barricade of
-bone mal is h nked 10 the platform itself
When th e Pes approatfi Platform 3, read :
TACTICS
Kneelin g tith ind the barricade, which provides t hem
with cover, these three knight~ fire magic crossbow bolts
il.t int~riopers coming from Platform 2. They concentrate
the ir fire, if pas lble, ene mp n ng to tak e down spellcssters
or other ranged attackers. The knights are confident ·t ha t
they can dt'al w ith any melee-usin g intr uders ar the appro-
ri a (0 t ime.
O nce a PC reaches them , one or- mo re knigh ts drop rh etr
crossbow s and draw th(OinlwuVl'n waraxes as th ey SVli!ch
to me lee combat. (Qne conti nues to fire his crossbow foras
fung a possible, tryi ng to wcaken d istan t attackers}THc,ugb
th e knights heve shields, thcv don', waste time eql.li Pl~ng
them , and in stead fight two-handed with their waraxes rAe
19. 1&10+3C1amllge in stead of fbe num~rs given in-the'sta-
nstlcs block on the f:icing page),O nce the y SWitch iomdee,
the kn ight s issu-tch allengt's to fighrers . clericS;rogues1·an d
_wi zards (in tha t order). ~ -.)-". .
The dwarfknighrs fight to defe at th e {nl ruding pes, or at
lei sl to prov ide the dwarf cleric time to desc end lower on
rbe scaffold. .,.
CLERIC'S ACTIONS
W hen t ~e cleric co m mander wh owas previously on Plat:
form -2 arrives, he in srrucrs the knight s here to sta nd in
defen se, even as he rebukes the walkway back to Platform 2.
HI' then rebu kes th e walkway attached to Platform 3, direct-
-.ing it to Plalfonn 5 whe re he can continue h is descent to
warn others of the int ru ders descending fro m the platforms
above. Before he leaves the platform, he cas ts a spe ll to b efp
the kni ghts defen ding from be hi nd rhe bone barric ade.
Th t' most like ly spe ll rhe cleric cas ts is either ~"t or d'JOm ,
dependi ng on th e circ umsta nces at the time.
•
E OCIOUS UNGUS
Encounter kvel 7
. TACTICS
O ne of th e approaching myconids, an elder worker, begins
US<' thIs rachcal mCOU'lt.' r wil" the room .I(scription on pag.o 124.
rhe encounter by releasing a cloud ofrapport spores. Ifany
of the PCs &11t he save, thos e PCs begin to hear strange
~Tbe only relauvely easy path from l'~tform_1. to PlallOfm5
voices in th eir head s. They ca n now co m m u n icate wnh
is th roug h t he myconKl.cave. Once the pe s e n te r the cave,
the mvcontds, wh o demand to know why the PCs have
fou r myconids move to interc ept them. Read:
invaded their home.
Although t he elde r worker ha s come to talk. t he four
Five mushroom CTmturcs advance wlwrd)OU. 11tq: venom s po res ha ve co me to defend the cave. The veno m
have bright red 'aps mottltd with 'siddyi'llowe"" spores wllit unt il th e PCs ma ke a hostile action. Then
theyrnavtdoser. you "olUe that cfoudsof yrllow dust they release !heir spores in ~ ;tJtem pt to incapaci tate t he
explode from thtc and filIlhe ai, around you intruders before movtng in 10 use slam attacks.
The myconid ven om spores fight to defend their borne
unt il th ey art' destroyed or the Pes leave th e area.
4 M YCONID VENOM SPORES CR 3 seve ral differen t va rieties • as described below. Each
hp :n eac h ('" HD) kind of spo re u n be used a nu mbe r of times per da y
equal to the myconid's Hit Dice.
LE Med ium plan t
Dis tres s: These s po res aler t all other mycon ids
Init +2; Sense s low·light vis ion: li ste n +5, Spo t +5
Language s te le pat hy (rap po rt s pores) with in the area that da oger is near, They are relea sed in
a 120-foot s pread.
AC 13, tou ch 12, Ral ·foote d 11 Re prod uction : These s po res eventuall y ger mi na te
Im mune mi nd -affect ing spells an d ab ilities , poiso n, s leep. into new infant mycon ids . They a re released as a 120-
pa ra lysis , po lymo rph , s tunni ng, cr it ica l h its foo s pre ad and have no det rime ntal effects o n
Fort +7, Ref +3, will +3 no n-mycon jd s.
Speed 20 fl. (4 sq uares) Rapport: Mycon ids do not speak. but these s pores
Melee 2 d am s +S e ach (l d 6+2) ena ble t he m to es tablish telepathic co m m unicatio n
Ranged spores +S to uch (varie s) with ea ch o the r and with out sid ers . Making a
Space 5 It.: Re ach 5 ft. successful DC 15 Fo rtitud e save negates the effec t. but
Base Atk +3; Grp +5 it is ha rmles s . Rapport lasts fo r 60 min utes with
Abilit ies Str 14, DeK 14, Con 16, Int 10 , Wis 14, Cba 10 ou tsiders, O f fo r 8 ho u rs with ot her mycon ids. Rappor t
SQ sp ores (distress , rep roduction, rapport, venom) , plant s pores can be released as eit he r a 120·fo ot spr ea d o r a
t raits 40-foot ray. Th e co m m unicat io n range is 120 feet .
Feats Alertness , Tou ghness Ven om : Thes e spores ca n incapacitate living
Skills Know ledge (natu re) +3, Listen +5, Profe ssion c reat ures , caus ing them to become extremely ill. The y
(farmer) +6, Sense Motive +4, Spot +5, Surv iva l +5 are relea sed in a 120-foot s pread and have no
Spo res lEx) As a st and ard ac tio n, a myconid ve no m s pore detrimen ta l effect on myconids. Non-myconid living
ca n relea se a clo ud of s po res . These s po res co me in c reat ures mu st make a s ucces sful DC 15 Fort itude
saving th row or become nauseated for 2d4 rounds .
Encou nt e r Level 6
5E1", .
.
Uk" Ihis Mclicaltncounltr II'IIIT Ilu 100m dtscripti 0I1.011 ~! 125-
. j
Assum ing the y have been warned of the approach ing iturud-
ers bythe cleric commander on Platform 2,rwohooded pupil
clerics stand guard on flalform 7. If this is the case. both
. clerics are If/vm b't and have also cast t ntroplc ~itl d and shield
offaith, as well as "wIts ~ rt,igtll from scrolls they possess.
FIRST VIEW
Whe n the Pes reach Pbtform 6 and begin dealing with
the walkway 10 Platfor m 7. tht- hooded pupil s on Platform
8 make theit move.
O nce the hooded pur l1shave attacked (he Pes or other-
wise become visible, read:
. ~
,.
O REX LYN O AR RO WD ELV E CR 6 Fe ats Aler tn es s' , Combat Cas ting, Co m bat Reflexes' ,
hp ] ] (4 HD); fast healing S: DR 10/silver and magic Dodge' , Extra Turning, Imp roved Initiative ' , Lightning
Reflexe s'
Male vampire dwa rf cleric 4
Skills Bluff +11 , Ccncentrancn +9 (+13casting defens ively),
NE Med ium undead (augmenle d hu ma noid)
Hide +10, Knowledge (religion) +8, Listen +13, Move
Init +6; Senses dar kvtsion 60 It.: listen +13, Spot +1]
Lan gu ages Co m mon , Dwarven Silen tly +10, Search +9, Sense Mot ive +11, Spellcraft +8,
Spot +13
AC 23, to uch 12, flat-footed 21; +4 agai ns t gian ts: Dod ge Pos se s sion s +1 m ithral shirt (painted black), +1 silvued
Immune unde ad immunitie s dagger, breast plate, sllver holy sym bol
Resist cold 10, electricity 10, tur n resistance +4
Blood Drain (Ex)l f Drexlyn pins a n o ppo ne nt he drain s
Fort +4, Ref +5, Will +7; +2 aga ins t po iso n, spell s , and
s peillilee abilitie s blood , de aling 1d4 po ints of Cons t itutio n dr ain (and
gaining 5 lemporary hit poin ts), each ro und t he pin is
Speed 20 ft. (4 sq uares); sp ider clim b ma inta ined .
Melee +1 silvered dagger +9 (1d4 +5fl9 - 20) or Children ofthe Night (Su) Once per day Orexlyn can call
Melee slam +8 (ld6+5) fort h ld4+1 bat swarms as a standard act io n. These
Ran ged +1 silvered dagger +6 (ld4+S/19-20) creatures arrive in 2d6 rou nds and serve for u p 10
Space 5 ft.: Re ach 5 ft. 1 ho ur.
Base Atle +3; Grp +8 Domin ate (Sui Anyone targeted must succeed on a DC 15
Atk Options rebu ke undead 6/day (+5, 2d6+ 4, 4th) , bloo d Will save or fall instantly under his i nfl u~ n<e as though
d rain, childre n of the night, dom inate , create spawn, by a domina te person spell (caster level 12thJ. The
energy dra in ab ilily has a ra nge of]O feet . ~
Cleric Spells prepared (CL 4Ih): Ene rgy Drain (SuI Living creatu res h it by Drexlyn's slam
2nd -death knell (DC 15), hold person (DC 15), attack ga in two negalive levels . For each negati ve leve l
invisibilit'l', spiritual weapon (dagge r; +6 at tack , bestowed, Orexlyn ga ins 5 lemporary hit points .
ld8+1 damage) Orexlyn can use this ab ilityonce per round .
lst~llstfear (DC 14), divine [ovor, en lropic shidff>, Alte rnate Form (Su) Qrexlyn can assume the shape of a bat
sanctua ry (DC 14), shield oHa ith as a st an dard action.
O- delect m agic, gllidanCfl, mending, read ma gic, Ca seous Form (SuI Can assume gaseous form Oil will iI$ a
resistance standa rd act ion , similar to the spell (caster level 5th).
0 : Doma in s pe ll. Do mains: Luck, Trickery Ca n re ma in gaseous inde finitely and has a fly speed of
Abilitie s Str 20, Dex 14, Co n - , Int 12, Wis 16, Cha 16 20 feet with pe rfect maneuvera bilit y.
SQ stonec un ning, st ability (+4 10 res ist bei ng bu11rus hed Spid er Climb (Ex) Drexlyn ta n climb shee r surfaces as
o r t ripped ), +1 to hit orcs an d gob linoids, alternate though with a spider climb s pe ll.
fo rm (bat ), gaseous fo rm, spide r climb
~' ·r
. '.' [. -l"
owsfor thtl; Command to artuck.In combat, i?rexlyn isn t shy
1 • J
PATCHWORK SKELETON CR 3
about us ing sanctuary to gain time to cas t spells on hiniself hp 39 (6 HD); DR S/biudgeon ing
H e does h is,best to des troy the fC cler!c (if there is one) to NE Large undead (humanoid)
prevent any turning attempts again st him. lnit +7; Se nse s dark vision 60 (1.; Listen +0, Spot +0
Drexlyn is a fanatic, He fight,S to the death. He turns gas: AC 14, touch 12, flat-foote d 11
eous and flees to his coffin (beneath the rhrone)if reduced Immu ne cold
BONESHARD TRAP ~
The skeletal scaffold is ecrually an undead creature.Th is'faet ._-
becomes readily apparent Juring the bail ie on Plarfonn 9."'~'
As soon as Drexlyn engages the PCs in comba t, the skele tal
scaffold comes to h"is aid arid unleashes a bone shard 'trap
every round. " . ..- +- ;.
Every round on initiative order 10, sharp shards ofbone -
extend from the floor of the platform in squl"res where th e •.
._PCs are standing. A PC can m ake a De t5 Reflex save to
avoid the slicing shards. A failed check indicates that the
bone shards have slice d or sk ewered a pc . The bone shards
deal tde polnrs of damage.
\'
•
away a port ion of the platform , It would be inadvisable for
anyone to be standin g on the platform as il is being destroyed,
O nce Drexlyn and h is followe rs are defeated, th e PCs can
since the final success causes (he pialform to collapse.
spend the tim e the y need to dete rmine how 10 proceed
You should be willing to entertain other viable solutions
dee per into Belkram's Fall. possible solutions include, but
tha t the PCs might devis e, It is always good to reward clever
are not [irnited to:
play (or in so me cases, brute streng th ) with success,
O nce pialform I is cleared OUI of the way, rbe lift can
Using treasures Ihey have salva ged from defeated foes to
descen d to rhe Dwarf Temple (from which rhe PCsca nenler
barter wi th the g nomes of Underhaven for the magic th ey
Belkrams Tomb) and deeper to the bonom of Belkrams
need to conun ue thei r rrek to the temple and tomb
Fall.
below,
Figu ring out a way to desrroy a portion of pial form I large
enough to allow rbe lifl fa descend paSI u.
Eight piflars, each JO f eet in diameter, rise 80 f eet to
Thi s latter solutio n requires that the Pes dea l massive
support th e arched ceiling of this grand tem ple. The
amounts of damage to The platform (h ardness 10, hp 900),
p i/~a~s ,a re carved out of the stone that makes up the
which the dwarves tempered 10 make rhe bones as hard as
a'!J 0 m ' ~g lava tube, and a resplendent vein ofm ithral
iron, Another possibility is ifa cleric PC is capable of destroy-
wmd~ Its way up the entire length of each of them,
ing undead by having access 10 the greater turning ability
splaymg out across the ceiling and floor as well. The
of th e Sun domain (or other such domai n with th is granted
back,wall of the temp le is adorned with a symmetrical
powerf and makes th ree successful rurm ng attempts agains t
carvmg ofa fa cet ed gem floating inside a mountain.
rhe equivalent of a 7 H n undead creature. The attempts need
Runes are engraved beneath the carving.
not be over any given per iod of time, since each one clea rs
Each of the eight pillars is ado rn ed with carved symbols as
well. From left to rig ht t hey are : t wo silver rings; an open
Burie d dee p wi th in rhe bowels of Belkram's Fall, the romb of
book; a sh i ning bron ze mask wi t h eye holes of flame; a go ld
the Melairky n d a n dwarf kings is not a place ro rread lig hd y.
piece; a hammer and a nvil; a name risi ng from a sled nee dle;
Like nea rly all of the ot her structures wi t hin rhe lava tu be,
an unsh eath ed swor d wrapped in two sp irals of flame; a nd
rhe romb is ca rved stra ight out of the sto ne. II has weat he red
two crossed barrleaxes.
th e cen turies with co mparable dig nit y a nd g race. Th e magic
If any PC ca n read Dwarve n, he o r she und e rstands rhe
rhat was o rigina lly employed 10 protect the lomb is jus t as
ru nes e ng raved i n rhe back wall. Th ey say, "He m med in
pote nt today as wh e n il was ori ginally cas t, and Belk ram
by di vine device, fulcru m's esse nce sec u res shelter fo r my
makes hi s hom e he re. He protect s a legacy of u nrold power
anc es tra l e ndow ment,"
in rhe Crow n Adamant. Rumo red 10 have bee n Cut d irectly
"Hemmed in by di vine device" tells the PCs 10 loo k at the
from t he co re of t he Elem e nt al plan e of Ear th, t h is regal
holy sy mbols nOIo nly in this cha mber, bUI in th e c ha m bers
headgea r appears plain a nd u nadorned. However, those
above in th e g ua rd stations.
d warves aware ofits legac y and who know th e proper ritu als
"Fulc ru ms esse nce- refers specifically 10 keys that rheycan
ca n unloc k us power. (See t he item of legac y de scription in
find behind those holy sy mbols, as de scribed in the sid eba r
t he appe nd ix, page 214.)
Tomb Keys on page 121.
"Secures shelter for my ancestral endowment" refers 10
the keys , whic h protect the legacy of those who bu ilt this T I: STATUARY
te mple- t he Melatrkvn cla n d warves. The sound ofstone grating on stone echoes throughout
A successful DC 10 Knowledge (religio n) chec k allo ws a thiscavernouschamber as the pillar descends to become
PC to recognize t hese as holy symbols of ma ny of the gods in levefwith thefloor. Fourlarge statuesof dwarves, regal
rhed warf pa ntheon. Making a successful DC 15 Knowle dge in bearing, gaze sternly upon youfrom the corners of
(religio n) c heck for eac h symbol allows a c harac te r to re cog- this dust-choked tomb.
nize the specific deity rep rese nt ed, I n add ilion 10 know ing
rhe name of rhe deny, the c ha ract e r has a ge neral k nowledge Appe ar ing as a large dwa rf sta ndi ng upo n a pedestal and
of tha t god's sphere of i nflut"nce as well. bearing a grealaxe, eac h of t hese statues rep resenl s o ne of t he
A closer exa m ination of the symbols on the pilla rs reveals four o rigin al kings of Mel airbo de. A closer ex a minatio n of
a sma ll keyhole benearh each of t he m. The key hole is e mbed- t he ped es tals reveals t hat each is carved w ith rhe name of th e
de d w u hm t he shape of a floating ge m the same shape a nd dwarfking represe nted. Sianing wu h th e stat ue in t he no rt h
size as th ose button s th at can be procured fro m the g ua rd and proceed in g cloc kwise, th ey are as follows: Kin g Melair
stations above, as described in t he sidebar Tomb Keys on p age I , Kin g Mela ir I I, Kin g Melair III , and King Melatr I V. As
121. By placing t he tomb keys i nto eac h of the eig ht pil lars , soo n as any of th e I'e s steps off t he pill ar, whic h descends
t he pe s ca u ve a nint h pi llar 10 rise 5 feet up out oft he ce nter unt il it is level wit h th e 1100 t, the statue representin g King
of t he 1100r at the back of the tem ple. Th is un adorned pillar Mela ir I att ack s. The on ly excepnon is if Cyudd (see Adven -
ha s a place for t he ni nth tomb key. Thi s is actually the lift t u re Ho ok s, page tl3 ) is present.
th at des cends to tlu- tom b be low. Placing th e last tomb key Tac t ical Bncounre r : 4- 12, Statua ry (page 146).
i nto the hole atop till' pillar causes the pilla r to slow ly sink
into t he floor (slow enough fo r til(' PCs to have an opportu-
nity to st(>p o nto it as it descend s, sho uld th ey c hoose to do
T2: THE GRA ND STAIR
A grand tc-jcot- wide staircase waitsjust beyond the
_
so), spira ling dow n bl'neath t he te mple a nd into Belkram's
secret door, extending around a corner into the dark-
Tomh.
ness, The dust of ages puffs up into miniature clouds
......
,
with every movement you make.
I'his wide stair descends into the tomb's entry cha m ber,
REALMSLORE: DWARF DEITI ES e nci rcli ng t he perim ete r of rhe slal uar y as it makes its Slee p
If you are using this adventu re in a FOIlCOTTE"I REAL"' '' earn -
paign, the dwarf gods re prese nted by the symbols o n the downward trend. The tota l desce nt is to o feel by t he lime
pillars a re (left to righ t) Ber ro na r Trues ilve r, Dugrnaren a ny crea t ure ci rc umnavigates the stair.
Brightma ntte , Co rm Gulthyn, Vergad ain, Mo rad ln, Sha nnd- Th e third land ing is n apped. If a PC trigger s rht s nap and
lar, Hae la B ri gh til~e, and Clangeddin Silve rbe ard. The ho ly fails the initia l DC 20 Reflex save, he o r she falls Into the pit
sym bol in the back wall is that of Dum alhoin. Othe rwise, use a nd is subjected to a single arrack fro m rhe pe ndu lum , which
whatever pan theon works best for your campaign.
sw i ngs our from rhe wall of the pit hal fway dow n.
Well -Camouflaged Pit an d Pendulu m ; CR4; mechan i- The secre t stone door is laced wuh silver and blessed so that it
cal; location trigger; automati c reset (24 hours); Reflex DC cannot be touched by magic. An effect similar 10 that placed
20 avoids; 20 ft. deep (206 plus pendulum, fall); pendulum on the rune-ward braces crea tes an llltllmllglC field (caster level
Ark +15 melee {ldl2+Sjx3, g reataxe); Search DC 27; Disable zorb) rhar extends OU I in a IS·foot-radius semicir cle from
Device DC 20. the door on both sides. II is Importan t th at as rhe Pes come
with in IS feet of the secret door, you describe the vissble
effects th at th e llnlmlllglC field might have on them. Magical
T3: FOYER sources of Hghr wi nk OUI, and enchantments in effect dis-
This oddlyshapedfoyer is surprisinglyfree ofdust. There
appear. Spellceste rs and other characters who regularly use
are three doorsleadingawayfrom thischamber. The two
magic (arcane or divine) feel the small hairs on the back of
smaller doors are plain, while the third is a larger set of
their necks rise as th ey temporarily lose the con nection to
double doors. The double doors are carved with the image
the source of th eir powers.
ofafaceted gem fl oating inside a mountain.
-
TOMB PROPERTIES
The follow ing ge neral properties apply to th e rooms of wise no ted in a roo m o r e ncou nter des cription, e ach doo r is
Be lkram' o; Tomb unless otherwise no ted in a roo m or encounter loc ked with an ave rage loc k (Open Lock DC 25) to which on ly
description . Belkeaen ha s the key.
Walls: Carved d irect lyou t ofthe stone s urroundmg Be lkra m's secret Doors; All sec ret doo rs in Belkra m's To m b are of the
Fall. the s tone is unado rned unleso; c tbe rw.se no ted in a room same construc tion as the dooro;, with the excep t ion that they
or e nco unter descnpnon . Climb DC 25. a re hidde n. Each req uires that PCo; malee a DC 20 Sea rch check
Floors: The stone floors are smooth and leve l. to find it.
Ce iling Height The ce lhngs in the Statua ry (ll ), the False Illuminat ion; Light sources are treated normally with in the
Tombs (T6 and T10), and Be lkra m's Tomb (T15) a re 40 feel to mb . Low-light vision and d aekvisicn are likewise t reated nor-
high. while all other rooms and pau age s have 20 foo l h igh ma lly. The re a re some feat u res o f the tomb that a uto mat ically
ce ilings . stand out to dwa rves who view the m in t he d arknes s, using
Doo rs: Alldoors in Belkram's Tom b are co nst ruct ed of stone only dar kvision. These are noted in their res pective roo m or
(4 inches t hick, ha rdness 8, 60 hp , brea k DC 28). u nless ot her - e nco unt e r de scnptlo ns .
The secret door leads to Belkr am and rhe Crown Adam ant . A gelatino us cube resides at th e bot tom of th e pit , It hasn't
The ot her plain doo r and tht, doub le doors are false path s eaten for quite SOffi t' time, Tht.' door in the pit leads to a co r-
thatlead on ly into danger, though the ch ambe r be yon d the ridor that and a cha mber beyond
double doors is the act ua l tomb of the four dwarf kings of Tac tica l Enco un te r: 4- 13, II's All Clear (page 148).
Mela irbod e.
II isn'r eno ugh to sirnp lv find Ih",secre t doo r to get it open.
lf rhe PCs find th e door, rhe y also u ncover a cleverly h idde n
T6: SLIMED AGAI N ( FA LSE TOMB I)
This oblong cham ber houses a 10f oot-deep pit. A plain
panel in rhe ce nter of rhe portal. O nce rhe stone panel is
stone sorcophagus rests at the bottom of the pit.
removed , an ac t that req uires a PC 10 make a successful IX:
20 Open Lock chec k, rhe PCs find rh ree key holes.
Th is sarco phag us is act ually an elaborate trap. The sar-
The Pes likely have in their possession (or nearbyj rh e key
cophagus lid isn't sealed. tr's jus r heavy and requ ires a IX: 25
they used 10 en ter the tomb fro m the temple above. This is
St rengt h check to ope n . Four Mt'J ium or sm aller creatu res
oneof'e he k",ys rhey need . A second kevcan be fou nd in side
can assist with th is check. Opening the lid (which only ac ru-
rhe sarcophagus n apped wirh green slime in room T6. The
ally opens a few inches to o ne side or the oth er before lock ing
third key hangs on a chain around the neck of one of the gar-
into place) causes panels in the side of the sarcophagus to
goyles in room n o. WirhoUlrhese keys, eac h loc k req uires
slide open, which re leases green slime in to the botto m of
a DC 40 Open Lock check ro crack.
the pit. The space wi thin t he sarcophagus is empty except
for an el abo rat e adaman ti ne key.
T4: MELAIRKYN TOMB Creen Slim r-Sarco phagus Tr ap: CR 6; mechan ical;
This cham ber would be rather plain exceptJor the pres- touch trigger (ope ning the sarco phagus); man ual reset.drops
ence oj Jour ornate sarcophagi th at reside here. The a patch of green sli me (see rhe sideba r) in eac h of two c-foct
lids oj the sarcophagi ha ve been carved to resemble squa res labeled X on t he map; Searc h DC 22; Disable Device
one oj th e dwarf kings oj old lying in repose. Each oj DC 20.
these stone caskets rests atop a stone base whose sides
show scenes oj each of the kings in com bat with drow,
as well as other[elt creatures oj th e Underdark, such
T7 AND Til: LEER ING GUARDIA NS
A narrow stairway leads 15 Jeet down into this cone-
as duergar, deno. and dread ilfithid.
shaped room . Directly opposite the stairs, a 5{ 00t wide
ledge spans th e width oJthe room . Cowed into the waif
Each of the fou r caske ts can be appro ached fro m an y side,
directly above th e shelf are a pair of leering gargoyle
except for the oldes t. Th", sarcophagus th at ho uses King
fa ces.
Melair I abuts one wall of the ch amber. A successfu l DC
25 Search check allows a PC to find a tr ap doo r in the base
Both of the leenng gargoyle faces are th e centerpieces for a
that suppo rts the coffin. This tr ap doo r lead, 10 a secr et door
pair of spell turr et traps that are triggered by anyone en ter-
(Search DC zn( 0 locate) th at ope ns in to a narrow stair lead-
ing the chamber. Any non dwa rf th at ste ps off the stairs or
ing down . ·Ibe passage under the sarcophagi is large enough
emerges into room fro m Tht' opposite hallw ay tr igger s the
for even the s t {) U lt'~ r dwarf to cr awlth roug h wh ile wearing
trap,
full plate armor. Any creature larger tha n Mediu m, howe ver,
Sp ell Tu rrets (2): ell. 3~ Dim in utive mag ic dev ice; visual
can no t pass thi s poi III without growing smaller someh ow.
tr igger (In ll' 'f{'mg); automatic reset; fou r dtfferenr spell effects
The sarco phagi are scaled , requiring a DC 35 Strength
cast once per rou nd in set order, no spells cast every fifth
chec k to open, Four Medi um or smaller cr eatures can assi st
with this. To ope n the co ffin of King Melair 1, on ly IWO
creatu res can assist, du e 10 irs placeme nt against th e wall.
If Gyudd is prese nt, he canno t allow anyo ne to defi le the
sarcophag i. Thou gh he doesn't im med iately att ack Pes wh o
move to do so, he on ly gives them a single wa rning. Each of
GREE N SLI ME
A single S·foot square of gree n slime dea ls l d6 points of
the dwarf kings was buried wearin g a su ir of master work Constitution damage per round whilr it devours flesh. On the
full plate armor , and bea rs a master work greataxe arop hi s first round of contact. the slime can be scraped off a creature
rem ains. (mos t likely de stroying the scraping device), but after that
it must be frozen, bu rned. or cut away (de aling damage to
the victim as well). Anything that deals cold or fire damag e.
TS: IT'S ALL CLEAR su nlight, or a remove disease sp ell des troys a patch of green
This cham ber houses a massive l5 f oot ·by·15foot pit. shm e. Against wood or metal, green slime deals 2d6 points
of damage per round, ignoring melal's hardne-ss but not that
A door th at teads out of the room can be dearly seen of wood . It does not harm Slone .
in the bottom oj the JOfoot-deep pit.
round but spell tur ret self-repairs 4ds +20 hp j Search DC 27;
Disable Device DC 27; AC 7; hardness 8; hp 200.
TI O: GUA RDIANS TRUE
T7 Spells (and-level cleric spells ); sound bunt (DC 13), ( FA LSE TOM B 2)
summ o" mom la /I (Med iu m fiend ish monstrous spider), This octagonal chamberfeatures a pair of triangular
!101d rl'T ~lI1 (DC 13), lilmmlffl momla 11 (Mediu m fiendish 10Joot.high stone platforms standing opposite one
mon stro us spider). another in what roughly equates to the corners of the
Ti l spells (znd-level w iza rd spells): u't'b (DC B ), summon room. Each ofthe platforms is adorned with an elabo-
swarm(spiders;dura lion 4 rounds), darbwS5,summon morlda rately crenellated battfement, and atop each a stone
1/ (Med ium fiendish mon st rous spider). gargoyle is perched. Thefarthest gargoyle stares down
at the door, while the nearest stares at the back wall.
T8 ANDTI2: The for gargoyle wears a chain, from which hangs an
ornate mithral key. In the corners opposite the plat-
PUR I FICATION CHA MBER forms, you see dark triangular pits.
This oddly shaped chamberhas a patch offloorat one
end that is not stone, but rich loamy earth, the heady Th e pits in thi s cham be r ate 30 feet deep, w uh spike s at th e
scent of which is pervasive throughout the room. bo tto m. The stone gargoyles are alive. charged with the pro-
Dwarven runes are inscribed on the wall above the recnon of rlns chamber.The gargoyles atlempl to surp rise the
dark, fragrant soil. PCs by appearing as statues initially, waiting until the Pes
co mpletely en rer rbe roo m before attacking. However, if the
The ru nes say, in Dwarve n, "Touch th e g round and be puri- PCs d iscover th e gargoyles' true nature , or if a PC attempts to
fied : Thi s is a ri tual purification chamber where those climb onto the pialform (or appro ach a gargoyle in any way),
devoted 10 th e dwar f god s would prepare themselves spiritu- th e gua rdi an s attack.
ally for rhe embalmi ng process, prior 10 ha ndling the co rpse Tact ica l Encounter: 4 -1 5, Guardi ansTrue (page 150).
of a dead king, Aguard ian stands ready 10 defend th is sacred
Spol fro m defi lers. Any no ndwarf tha t en ters the chambe r
causes th is creature, an average xorn, 10 emerge from rbe
T 13: PORTA L PASSAGE
The passage ceiling rises here. About 10feet up, a ledge
patch of so il and irnmed tate ly attack. Th e xorn focu ses its
att ack on th ose who are nOI dwarves.
runs along either side of the hal/way. Though it is dif-
ficult to see clearly what, if anything, is on the ledge
Tactical Encou n re r: 4- 14, Purification Cha mber (page
while standing on the passage fl oor, you do notice a
149).
faint shimmer offight emanatingfrom the left ledge.
The source ofthis glow is impossible to pinpoint from
T9 AND T 14 : H AL L OF A LCOV ES where you stand.
This alcove-lined hallway radiates a sense ofpeace and
quiet contemplation. A pair of portals pr eviously existed he re (one per ledge),
though now only one rem ains . Facing north , rhe portal on
Nothi ng of part icula r interest is prese nt in either of these the left led ge is still active. It leads directly to Guard Sta-
ha llways. If till' PCs spe nd time to thorough ly exam ine each non I above (see page 120). Th is pot-tal on ly works one way,
'1lcove, they call discover a few item s ofworth with a succes s- !WWl' W l", ~o il isn'r possible to reach the tomb from tha t
ful DC 25 Sea rch chec k. location. Moving th rough th is portal caus es the travel er
A loose stone in the wall at the back of an alcove in loca- to Stl'P out from th e carved holy symbol ill th e officer's
tion T9 reveals a small hiding place , Ins tde the h iding place, qu arter s (GSS).
someo ne lon g ago stored a meta l case. Inside the case , the Investigating the portal fro m th is end reveals a failltly
PCs di scover a JIO!rtHl of (llrt' moJeml c wounds and a wllnd of sh im mering ci rcle of lig ht on the left-hand wall atop the
l'w( k l nlili m~r· ledge.Casting dda l magic reveals magic of moder ate streng th ,
A sim ilar h id ing place can be discovered in an alcove in A successfu l DC 25 Spellcrafr check allows the cas ter to
loc at io n T14, The metal case conta ins different items, how- det erm ine Ihar co njuration magic is most prevalent. If rhc
ever. If rbe PCs find th is cast', the y receive a scro ll w u h the same PC also ma kes a successfu l DC 20 Knowledge Iarcana)
following divine spells inscr ibed upo n it: summon nature's lilly check, he or she reali zes tha t thi s is a po rtal of some kind,
II, (llll hghlm llli' dlSfa n 'Ies, and mass (lire light wou n d~. though where it leads remains a mystery.
A portal dra ke na med Phee lix hides on the right-hand
ledge, near th e second portal that was ru ined in the earth-
qua ke. PCs approachi ng thi s par t of rhe passage can attempt
a DC 28 Spo t chec k to no tice the hid ing portal drake . You
might want to make the chec k for the PCs so they don't realize
th at the re m ight be somet hi ng to not ice in the passagew ay,
Once the PCs make it past the infe rno spider and magm a
Tac t ica l En co un ter: 4-1 6, Port al Passage (page 151),
hu rlers, it is qu ill" easy for them to find the portal ar the
base of Belkra ms Fall. This portalleads to the Maze l evel.
T IS: BELKRAM'S TOMB where rhe PCs must go 10 complete rhe m ission starred by
Just beyond th e door to this cham ber, a narrow balcony H alaster's visions. Th is is a two-way portal, so th e Pes ca n
leads to a short set of stairs. The room befow houses n avel back from rhe M3I.e to Spiderhaven or Skullporr to
a massive stone sarcophagus whose lid has slidfree and resupply whe never th ey nee d to .
now lies flat on th e floor beside it. A barrel-chested W hen the Pes find the portal at th e bonom of Belkram's
dwarfwith unna turally white skin and ebon eyes stands Fall, read :
behind the sarcophagus. wearing ornate m ithral fufl
plate armor and leaning on a flaming mauf. Hi.. brow This circular portal glows with on un earth ly fight. The
is adorned with a plain crown ofblackened adamantine perim et er of th e portal has been lined with m ithral,
bearinga single blood-red gems tone, A large wolfsta nds into wh ich Dwarven run es ha ve been expertly
beside him, bristling, carved.
Thi s is Belkram , a curst favored soul who has, over the ages, Any PCcapablt' of reading Dwarven can decipher these runes
gone insa ne, H is only task has been 10 prolecl the Crown easi ly. Th ey read :
Adamant, wh ich he wears upon his brow. Th is is something
he doe s 10 the death , even ifCyudd, who is clearly hei r 10 "Adam ant is .he key that grants passage to the Maze
the ki ngs ofold, is present , W hile Belk ram still draws power beyond."
fro m h is goo as a favored soul , he is in fact going against t he
will ofthat god by co ntesting C.yudd. If Cyudd isn't pre sent, In the text, the word "Maze" is capitalized. denonng a name.
however. then all is well with the dwarf god- Anyone touc hing an object crafred from ada mantine to rhe
Belk ram isn't in terested in speaking wu h in truders. W he n surface of th e port al causes the hg hr wu hm to sw irl and
he sees them , he hefrs his maul and beckons them forward sh ift, effecnvely ope ni ng rhe galt' 10 the Maze (derailed in
in challenge. Chapter 5).
Tac tical En counter : 4- 17, Bel kram's l o mb (page 152). Objects that acnv ate the portal include the Crown Adam ant
fou nd in Belkram's Tom b, or any other object co nstructed
BOTTOM Of TH E SHAfT: from adam antine. Thl' key to re turn th rough the portal is
the same.
fiRE T HAT CRAWLS
A f aint reddish glow heralds a significan t increase in
tempera ture as the lift approaches the bottom of
Be/kram 's Fall, No t f or below, the entire bott om ofth e
lava tube appears to be com posed ofa semisolid sj:one
floor, its surface broken and slashed, with a red-hot
glow spilJingfrom the wounds in the floo r,
lf the PCs decide to ride till' lifr pasr the dwarf temple and all
th e way to the bottom of Belkram's Fall, they can enco u n ter
a pote ntially leth al adversary.
When Halaster died, some of the magical energy released in
the even t caused a galt.' 10 rhe Elemen tal Plane of Fire 10 spon-
taneously open up at th e bonom of Belkram's FalL Short ly
after th is occu rred, an in ferno spider and a mo of magm a
hurlers crossed over from that plane 10 Undermou nrain, and
now they make Iht.'ir lair in the base of the ancient lava rube.
The in fern o spider is ravenous and ta kes any oppor tu nit y 10
sarisfy its voracious hu nger. Nc re that a portal to the Ma ze
level ot Unde rmou ntam is h idden at the bottom of the s h aft,
For more in formation , see taclica l encounter "'~ 18 : Fire ' [h at
Craw ls on page 154-,
::..,~
t
If pressed en dori the ropes, the dwarf ancestor uses irs
~~ "i.". ~ blink out ability to gain abrief respire.This gives it a round
Use this tadical encounter with the room'-aescripl wll bn ~ k t o gathe r its resources and possibly even catch the Pes"off
pag!' 141, :¥ .~ • _ r ~~ gua rd when if'tegai'ns physical form. ,.
_~ ..~ '::'; _i~.ilL • . ¥ .... . . <>":' ~. -
' =7i _ " "'?'"X£'.m~ - - -~ -~ =-- -. - _.... . >:::
~ The e ncoun ters within Belkrams Tombbegin when th e
PCs ride th.espiraling pill ar in to the statuary ha U(1ocat}on: · , ENDING TH E FIGHT
Tt). Here, a dwarf · ancestor
d· stands
~
on
-'"
gua
- rd to defend
,.. - --
the " ~. -
If h . h . h h· d f h
t erets e g tWit t e war ances ror. j e guar ran
f
· i di
tom b f rom aII mrru en. . :: '. ~; "'" . acd f d h b ., d d htl h di
-If G dd ( 13)d ~ . . - h - - h - . - . e en s t e tom u nn estraye. W 1 e t e gu ar Ian
yu ~ee pa~e 1 oeksIl h,",w
p~panYi,t eparf' ~h't~. e , defends the path into the tomb, it also attacks PCs who '"
d warf ancestor warts to attar t e L & unt one 0 t em " .
. hi fi f' des IR d • , attcmptto Ilee back to th e tel):lPle.above. Ifthe PCs anempr
comes wit In 5 eet 0 Its pe esta .. ea : - roescape by ~ iding the pedeStal up tothe temple, they can
c
. The dwarf ancestor defends itself against dwarves who and pend ulum trap. Although the' trap covers a to -fbot-
attack it, however, t hough any dwarf who •
refrains
. •.
from-
by-tu-foor section ofI •
th e landing; it isn't triggered until
I
a
attacki ng is allowed to leave back the way he or she,came. character steps into th e second set ofsquares. In this way,
- -without ·incident. The dwarf ancestor atte mpts ,to destroy if th e PCs are marchv,g in order, as many as four of t hem
alloth~r intruders and will attack dwarveswho try ropress might be standi ng-on- th e trap when it is tri ggercd. A sue-
o~ int.orhe tomb despite its warnings: ~'t.:'
.. " 1:"k~:: -.~:~
' ,
c~ssful Reflex sav~ is'r~quired to keep fr~ falling into the
' 'PIt once th e trap IS triggered (see below)';The pendulum
4 '" '" makes a single artack against each PC who falls into the
pit when th e la ndin~ o pe~s.
r"!~
, -e -
',:
Wh ~n the trap is triggere d, read :
r
D WARF A NC ESTOR CR 6
hp 67 (5 HD); DR 10/adamantine
TheIartJirig beneath you mddetdygives way, l G l arge outsider (native)
rtvfaling a deeppit. (If any, Pes fall into t e pit, . lnit ·1; Sen se s darkvision 60 ft.; listen +9, Spot +9
umtimir rtading.] As you fall, a grectcxe swings out Aura ancestral s pirit (30 ft.)
ofthe pit wall, slicingtot.vard you itl a dtl1dly arc. languages Dwarven
.
Well-Ca mou Oaged Pit and Pendulum Trap: q :,R 4,
I AC 26, touch 8, flat·footed 26
Fort +13, Ref +3, Will +S
mech amcal; location trigger; automatic r~set (24 h¢.ufS); -: . Speed 20 ft. (4 squa res)
Reflex DC 20 avo(ds; 20 ft. deep (2d6 plus pendulum,lfall); Melee +1 grealaxe +11 (1dl2+10/ x3)
pendulum Ark -+-15 melee (l d I2+S/X3, greutaxe); Sea rd~DC Space 10 ft.; Reach 10 ft.
Base Atk +5; Grp +15
l~;:~;';~i~;~i~~E:
Atk Options Cleave, Power Attack
1 Abilities Str 22, Dex 8, Can 28, Int 8, Wis 13, Cha 14
SQ blink out
when the PCsente r lMsbad-shapedroom and walk with in Feats Cleave, Power At ta ck
15 of the secret doo r on the east wall, re:ld:. Skills Climb +14, Intimidate +10, Jump .4, Knowledge
(history) +7, knowledge (the plane s) +7, l isten +9, Spot
A tingle suddenlyfills theair, and any enchantments +9, Survival +1 (+] on other planes)
Possessions +1 greatoxe
active on or around you.immtdiattly wink au!.
Ancestral Spirit (Su) Any dwarf within ]0 feet of a dwarf
• The secret stone door Irs rhe foyer is laced with silver and
ancestor spirit gains a +1 morale bonus on att ack rolls
and da ma ge rolls.
blessed so that-it can not be touched by magic. An effec t Blink Out (Su) Once per day, a dwarf ancesto r can become
.s; 'milar to that placed on the rune-ward braces cre a l~ s an inco rpo rea l until the beginn ing of its next turn. Activaling
autima¢ ' field (caster level 20th) that extends out in a 15-foot- th is ab ility is a free action that does nol provoke att acks
radius semicircle from the door on both side s. Wirh irllhe of opportun ity.
field, magical sources of light wink out. and ench an tm ents ~
i ~ eff~ td isappear. Spellcesters and other chara cters W ?O
regularly use mag ic (arcane or divi ne) feci th e s ma ll hairs
on..me back of their necks ris~ 35 [hey tempora rily 1oS(~ die
co nnecucn 10 the source of theitplwt-u.
As he Pes move away f~ the antlmagic rId, [he effect
fades end maglc..relu rns. •
From here. 1M PCs can move deeper i nto the tom b taward
the fillst- bu iat sites (by heading through the western r
SOUl hern doors). If they loc ate and open the sec ret doo r, the
wa ~t rh true romb of Belkram waits to th e east.
.~ Encou n te r'Level 4 GELATINOUS CUBE CR 3
p _ d1 hp 54 (4 H D)
US(' thistactical CI1(Ounfcr with the room delCTiption on page 143. N Huge ooze
. •= . ~ Init ·5; Senses blindsight 60 ft.; Liste n -5, Spot -S
Wj1en the pe s enter th is.chilm ber,rh l:'Yse~",w.hat appe<irs to l angua ges -
a
. be 'a-dead end and 9eep pit. Looking into the pit, the PC ~ - . AC 3, touch 3, flat-footed 3
can no tice a doo r at the bott om, on th e western wall. .1l! Immune elect ricity
• •
Fort +9, Ref ·4, Will ·4
Speed 15 ft . (3 squares)
MONSTER ;, ~. ~ Melee slam +1 (ld 6 plus l d6 acid)
A gelati nous cube lurks at the -bou om of th e pit. pes Space 15 ft.: Reach 10 ft.
mus t make a successfu l DC 19 S pot dieck to notice d'iat BaseAtk +3; Crp +11 ....
something abqu tJhc bottom of the pit isn't right. Itltthis Atk Option s acid, paralysis .
case, read:- .. "': Special Actions engulf
, Abilities Str 10, Dex 1, Can 26, tnt , Wis 1, Cha 1
in
Something seems'to be front ~f th~ door inthe SQ ooze traits, transparent
_ pit bctow, us thOUgJ1some)iindorSemitranspa.YCl1t Feats -
~ . mass isdreped -i l1 the space between here and there. ,; Skills -
~"'" . "". t r. . •• ~ ;I; Acid (Ex) A ge latinous cube's acid does not harm meta l or
stone.
TACTICS Engulf(E x) Although it moves slowly, a gelatinous cube
The gelatinou s cu be doesn't have any tactics tOS"Pea k of. It can simply mow down Large or smalle r creatures as a
relies on not being not iced to gain oihearty m~al. pe s who st anda rd action. It cannot make a slam att ack du ring a
leap Into the'pit are automatically engu lfed by th e gelat i- s round in which it engu lfs. The gelatfnous cube merely
,M US cube. PCs who"cltmb'down into the pit , using rope e
has to move over the oppo nents, affecting as many as
it can cover. Oppo nents can make an attack of
or oth erwise, mu st make a successfu l Fortitude saving
op portunity agains t the cube, but if they do so they are
throw to avoid paralysis as soon as they'corne into con tact , not entitled to a saving throw. Those who do not
with th e creature. A PC who fails this savin g th row falls.. i- atte mpt attacks of opportunity must succeed on a DC
and is autom atically eng ulfed by the gelatin ous cube. PCs 13 Reflex save or be engu lfed; on a success, they are
who are engu lfed by the cube cannor be-rescued until the ' pushe d back or aside (oppon ent's choice) as the cube
creature has been slain . ' ... ,;;;'~,;~: '''l''' moves forward. Engulfed creatures are subject to the
cube 's paralysis and acid, and are considered to be
O nce th e gelatinolls eube is slai n, ir can be suffi Ciently
cleare d away from the door so rharrhe pe s can proce ed grappled and trapped within its body.
thl ough th e door. . ' . Paralysis (Ex) A gelatinous cube secretes an anesth et izing
slime. A target hit by a cube's melee or engulf attack
must succeed on a DC 20 Fortitude save or be
paralyzed for 3d6 rounds. The cube can automatically
eng ulf a paralyzed op ponent .
Transpa rent (Ex}Gelatinous cubes are hard to see, even
unde r ideal conditions and it ta kes a successful DC15
Spot check to notice one . Creatu res who fail to notice a
cube and move (or fall) into it are auto mat ically
engulfed.
• • •' ...
I
. 1
}>VRlfl€A1l0N (l:HAM'ER
En co u n ter Level 6 .TACTICS ~
- • ~ ~~ . The xorn ope rates under orders todrive off or d srroy any
Use thl~ tadlfal c~counter wIth theYMIn de5£Ylphon (In pag~ 144 . .., 'intruders that are not dwar ves who try to pass through these
I chambers. Unlike the dwarfancestor in locationTi l the xorn
The Dwarven runes above the darker patch of eart hIn each has no way [0 interpret these orders. So, while the xeirn will
of thes e ch ambers read: 'Touch the ground and he pu rified." allow Gyudd to pass (for example)~it won't allow the PC's
This ritual purificatio n l:hamber allowed clerics to pt~~parc
themselves spiritually prior 'to handling the corpse of a (except for other dwarves) to accompany him. If a dwarf
dead king. Any nondwatf who enters the chamber causes attacks the xorn, however, the compulsion to allow dwarves
to .pass without hindrance ends. •
a guardian xom to emerge from the 'soil to arrack. When a Once t he xorn is defeated, the pes are free 10 conti nue
nondwarf e nters the c hamber," read: .'
. tnto the tomb. •
A rumbling begins ed1Qing throughout thecham.ber.
f Thedirl floor begtn5 to 5ubble, as though somethil1g
I.Iftl~. deep be~afh the surface is pushing upwa ~ . .
Once the rumbli ng begins, the xorn arrives in 103 rounds.
Read:
XORN
hp 48 (7 HD); DR 5/bludgeoning
N Medium outs ider [extraplanar, earth)
lnit +0; Senses all-around Vision, dark vision 60 ft., tremor-
sens e 60ft.; Listen +10, Spot +10
Languages Common, Te rran
AC 24, touch 10, flat-footed 24
Immune cold, fire
Resist electricit y 10
Fort +7, Ref +5, Will +5
Speed 20 ft. (4 squares), burrow 20 ft.; earth glide
Melee bite +10 (4d6+3) and
3 claws +8 each (ld4+1)
Space 5 It.: Reach 5 ft.
Base At k +7; erp +10
Atk Option s Cleave, Improved Bull Rush, Power Attack
Abilities St r 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
SQ -
Feat s Cleavea, Multlattac k, Power Attack, Toughness
Skills Hide +10, Intimidate +10, Knowledge (du ngeoneering)
+10, Listen +10, Move Silently +10, Search +10, Spot +10,
Survival +10 (+12 following tracks or underg round)
All-Around Vision (Ex) A xom's symmetrically placed eyes
allow it to look in any direct ion, providing a +4 racial
bonu s on Spot and Search chec ks. A xorn ca n't be
flanked ,
Earth e lide (Ell) A xorn can glide th rough stone, dirt, o r
almost any other so rt of ea rth except metal as easily as a
fish swims thorough water. Its burrowing leaves behind
no tunnel o r hole, nor does it create a ny ripp le or other
signs of its presence. A move earth spell cas t on an area
conta ining a bu rrowing xorn flings the xorn back 30 feet,
stunning the creature for 1 round unless it succeeds on a
DC 15 Fortitude save .
,
Enc o unter Level 0 2 CARCOYLES CR 4
hp 37 each (4 HO); DR 10/ magic
Usr 'his lachcal (PlCOUPllt r wilh lh( room drscription on pligt' J44. CE Medium monstrous human oid
• Init ..-2; Sense s darkvetcn 60 fl.; Listen "-. , Spot ..-4
The gargoyles perched on the plaJf91TnS in k,is chamber langu ag~s Commo n, Te rran
have developed a harred for rbe dwarves who set them as AC 16, touch 12, Aal·foot~d 14
guardians cen tu ries ago. Now th ey co ntinue to defend Fort ..-S, Ref ..-6, Will ..-4
rhc area from intruders, bu t they attack dwarves on sigh t. Speed 40 ft. (! squares), fly 60 ft . (average)
Wh en the gargoyles att ack, read : Melee 2 c1aws..-6 each (l d4..-2) and
bite..-4 (ld6..-1)
With a snarl of hatll'd, tlte statues atop the Ranged mwlc javelin ..-7 (ld6..-2)
aiforms unfurl 5 one wings and ltap into fh~ .pir. Space 5 ft.; Reach 5 It. ",.
Base Atk ..- 4; Crp ..-6
Special Action s freeze
TACTICS Abilities Str 15, De~ 14, Con 18, tnt 6, Wis 11 , Cha 7
Despite their rabid h atred ofdwarves , the gargoyles aren't SQ -
fooli sh . The y maintain a suuJehke stance until tht] can Feats Multiattaclc, Toughness
maximize the effect of th eirinirial charge. - Skills H id ~ ..- 7*, Listen ..-4, Spot ....
"[he ga'Eoyles wait for the Pes to Investigate one p it or Possessions masterwork javelin
the Of her in the- opposi te corners ofthe chamber, If any Pes Freeze (Ex) A ga rgoyle can hold itself so still it appears to
do so, the gargoyles dive from their perch to attempt to bull be a sta tue. An observer must succeed on a DC 20 Spot
rush th e PCsintothe pits. ofcourse, uthe PCsmanage to check to not ice the gargoyle is reallyalive.
spot the gargoyles or if they attempt roascend the platform, Slcills Gargoyl~s have a ..-2 racial bonu s on Hide, Listen,
the gargoyles drop th eir fu se.and attack im mediately. and Spot checks . *The Hide bonus increases by ...8
Once in combat, the gargoyles take advantage of their when a gargoyle is co ncealed against a background of
abilit y to fly, hiding alOp th e platform where they have stone .
a stoc kpile of 30 masterwork javelins each. If th e Pes
manage to spot th e gargoyles, the creatures bot h leap back,
using th e platform 's edge as cover while they pelt th e Pes CONCLUSION
with javelfns. Once the attack tx-gil1s, the gargoyles fight 10 the eath.
If an opport unity prese nts Itselfat any time du ri ng th e 'tbeyheve grow n ins ane over the cent uries and show
battl e, a gargoyle attem pts to bull ru sh or otherwise force very little regard for their own safety. If either gargoyle is
a PC in to one of the pit s. ~ . reduced to 10 hir points or fewer, i.1 dives and grapr Jes,a
PC, attempting to fly irself and the character intQthe pit
to impa le Itselfand irs victim on th e spikes far below,Th is
act is one of de speration and revenge.end is onl y use d as
a last resort. -
•
~
1
,;- , . I
P~RTAlt PAS~AG~
, ~~ , {
Bn co u n rer Level s
c ~.~I~
US( Ihil tachca! fnCClmrer with the room descrirtiOl1_on ~: 144.
.
' TACTICS ' _. ~ ... -
.... tftwo ormore pe s manage to put themselves int q a position
to th reaten Preelix, the portal drake throws up his clawsand
- ' - ., j - ~
hisses, which is his way of surrende-ri ng. I f the PCs,speak
The portal drake Preelix found the wayto this portal some
Draconic, they realize he is begging them to let him go. At '
time ago, and heenjoys rhe-'safery tha t the solitude oJ th e
the firs t opportunity, Preelix attempts to flee and hid e. lr
tomb affords. He spends'p is time staring through the phttal,
th e pe s attack Preeltx , he breathes and then attempts to nee
gazing upon other pansof the world. When the pe s come
through the port al.
_ 310ng, Preelix becomes ii\(ensely curious, particularly since
the on ly way he has had to gel in and out of the tomb is
through th e portal in the wall. However, he isn't cur-ious . " CONCUJS rO N
enough to ri sk being noticed. so h e remains -htdden even •If th e PCs assure Preelix that they have no Intention ofharm-
while he watches the pes move"through the passageway. ing him (Diplomacy DC 15), they can befriend the cu riou s
If the PCs notice Preelix, read: portal drake . A successfur" DC 30 Diplomacy-check causes
'L' ; { "'" Pree lix -to- be helpful:tIf the PCs defear BeBmm, Preelix
You spot i smaIl, riglit gray drugon, about 4 feet long, :J migh! be willing ~o assist them . H e could potenti~lly- be a
dsrtin vetween. the debrisOtt the. ledgeabotie. . \-' ; '4 . cohort .fOr a charismatic PC; he is partkularlr attracted to
CR 5
e
~. , ~sorcerers an d ~o:r~,o---
' ", -
'~ ,_ .
P REELIX
hp 37 (5 HD)
Male por ta! drakev-'
N Small dragon
Init +6; Sense s dar kvislon 60 It., low-light vision, porta l sight;
Listen +8, Spot-+8
Languages Draconic , Undercommon
AC18, tou ch 13, flat-footed 16
Immune slee p, paralysis
Fort -+5, Ref-+6, Will-+4
Speed 40 ft. (8 squares), burrow 20 ft ., fly 90 ft. (average)
Melee bite -+7 (ld6+1) and
2 claws +2 each (ld4)
Space S ft ,; Reach 5 ft.
Base Atk -+5; e rp -+2
Atk Options breath weapo n
Spell-Like Abilities (( L5th):
At will-detect magic
4jday-portal jump
l jday- blur, mirror image
Abilities Str 13, Dex 14, Con 12, Int 15, Wis 11 , Cha 14
Feat s Improved Initiative, Portal S ensiti ve ~ U"d , Quicken Spe ll-
Like Abil ity (porta/jump)
sk ills Bluff -t 10, Concentration +9, Disguise +2 (-+4 acting),
Hide +18, Intimidate +4, Listen +8, Move Silently +14,
Spellcraft -+10 (+12 dectphenng sc rolls), Spot +8, Use'
Magic Device +10 (+12 sc rolls)
Breath Weapon (Su) 40-foot cone of poisonous gas, on ce
every 1d4 round s (but no more than five time s per day);
ld4 Str/unconscious , Fort DC 13 negates,
Portal Jump (Sp) A po rtal drake can enter any por tal and
emerge from any other portal it has ever trave rsed .
Portal Sight (Su) A portal dra ke can look through any portal
and see out of any other portal through which it has
traveled. This effect does not change perceptions or
proper ties of the portal on the other side. A portal drake
cannot cast spells through a porta l.
Skills A porta l drake has a +4 racial bon us on Hide and Move
Silently checks.
LK
•
Encounter Level s BEL KRAM CR 8
hp 54 (7 HD); fast healing 1
Ust lhis 'acheal t ncounltr with Male curst'! dwarf favored so ula>4j fighter 1
I"2St 145. LN Med ium undead (augmented humanoid)
'nit +!I; Senses darkvision 60 ft.; li sten +1,Spot +1
"Thisenccu nrer begins when tht- Pes step on;;rhe balcony- languages Common, Dwarven , I erran
that looksdown uponth ischamber. Below. theysee :a mas-- AC 25, lou ch 1,(, flat.foored 2,(
sive sto ne sarcophagus, as well as a da rk-crow ned dwarf Immune cold, fire, turning (cannot be turned , rebu ked,
and a large di re wolf. Read: dest royed, or com mande d), undead immunities
SR 18
Fort +7, Ref +6, Will +6: +2 against poiso n, spells, and
A dwarf wfanng a dark CTOUln .hefts his spell .like abilities
warhammtr a nd raists his blad~ tytS to look a .
Speed 20 ft. (4 sq uares)
u. You tJtink YOIl see (l mDlicious smile Melee +2j1aming maul +16/+11 (l d lO+10 plus 1d6 fire/xl)
momrnlarily pass lUTOSS his dea d~Ulh ile fau before Space !I ft.: Reach 5 ft.
he siktttly mohoJU you[onA'Q rd. Base Atk +6; Crp +10
• Combat Cear scroll of tx lended summon m onst er IV
(duration 14 rou nds)
BEFORE THE BATTLE Favored Soul Spells Known (Cl 7th):
Belkram has been aware ofthe Pes since they entered the 2nd (l/dayj-inj1i, ' moderau wounds, prolec'i onfrom
alcoved corridor leading to h isdoor (location T14). He bas positi!'e energl'K, spiritual weapon (+7/+2 to hit,
had the opportunity to cas t several spells upon h imsel f 1d8+2 damage)
and beg ins co mba t with bless. divittt' favor, protection [Tom lsi (7/day)-bless, com prehend longt'oges, divine fovor ,
poslfit/t energy, and shield of faith in place. The effects of shield off oilh .
rhese spells havealready been applied to Belkram's srans- o (6jda y)-de' ec' mogic, detec l poison, guidonce , lighl,
reod mog;c, res;stonce
lies. He also used a scro ll ro summon a fiendis h d ire wolf,
wh ich a llack~ upon h is com mand. Abilities Str 18, Dex 12, Con , Int 8, wt s 12, Cha 12
• SQ sto necunning, stability (+4 to resist be ing bull rushed
or tripped), +1 on att ack rolls against orcs and
BATTLE BEGINS goblinoids, unkilla ble, und ead traits
No m atter how the pes approach thi s encounter, it ends Feats Combat Casting, Combat Reflexes, Exotic Weapon
in a fight . Belkr am ts insa ne, ready to go against the will of Proficiency (ma ul)8, Improved Initiative8, Power Attackl ,
his god in order to rerainthe Crown Adamant (even tho ug h Practiced Spel1caste r, Weapon Focus (maul)1
it no longer func tions for h im; see be low), • Skills Concentration +9 (+13 casting defensively), lump +9,
Knowledge (arcana) +4, Spellcraft +4
' In combat, th e curst dwarf de als With melee comba tant s
Posses sions +3 m ithralbreastplote, +2j1om ing mO(.l I, cloak
first before ta rget in g "less honorable" oppon ents. If the ofcharisma +2, helt ofgiant strength +4, periapt of
i'Cs stay on .l he bakony and ~se ran ged ertacks ag~ \ns t Wisdom +4, Crown Adamant
Belk ram , read: . J. •
; Unkillable (Ex) Only two ways exist to dest roy a curst
perman ently. One is to de st roy its body (bytota l
Tht dwarf and direwolf movetowardopposite imm ersion in acid, or a disintegrate or undea th to death
stairways. Be/ham strides purposefully, flamihg s pell, for example]. The other is to remo ve the curse
maul in lland. He bellows, ~ I should·have known that keep s it from dying. The caster of the rem ove cwse
that you lWuld be.honorlt'Ss dogs. Know that I am sp ell must succeed on a DC 15 caster level check to
s uccessfully remove the curse.
Be/~mm , and I am your death."
DEVELOPMENT .. "
If th e pe s reduce Bclkramro 0 hit poin ts or fewer",the-
undead J ..vntffallsto the ground paril-Iyzed, and his fast hea l- e.
Ing ability stops. One hour later, he ' attempi~ a De 20 level
check. If the check succeeds, Belkram gains 1 h it point and
his fast healing abilit y 'resumes. If the check faits, he must _
. attem pt ir agate one day later. Unless th e PC's destroy him
usin g the prescribed method (explain ed below), Belkram -
rerums ro challenge them at some future time so that he
can recover the crown and gain his revenge,
Ifthe pes figure a lit that Belkrarn is a curs t and have the
mean s [.9 break the curse th at enthra lls him, hi s spi rit is
released , the madness lifts, and th e dwarf returns to his god
in good standing. -. .!i: .
•
•
FLAMING WEB
, y SQ eleme nta l traits
Feats Ale-rtness ' . Comb at Reflexes, Dodge, Improved
The flaming web holds the lilt platform fast ang.spreads irs Initiative' . Iron Will, Mobility, Spring Attack
fire ro the platfor m th e Pes are standing on. THe fire moves Skills Climb +13, Hide +8, Jump +9, listen .6. Spot . 6
quic kly, Ilowi ng h ke a wave across t he platform before it f lame Web (Exllnferno sp iders can throw a burning web
bu rn s usel f OUI. As rhe fire passes across rhe platform, it • eight times per day. This is similar to an attack wlth a
deals l d6 poin ts of fire da mage to eac h pc. In addition, net but has a maximum range oflOO feet, with a range
there is 3 chance th at each pc w ill catch on fire. Each PC incremen t of 20 feet, and is effective against ta rgets up
attemp ts I DC 15 Reflex save to avoid catchi ng on fire. A to one size category larger th;1In the spider. The web
anchors the target in place. allowing no movement.
failed save means rhe ch aracter's clothes or hair igni tes and Each round , at the end of the inferno spider-s turn, an
he or she takes tde points of fire damage. A character on enta ngled creature takes 2d6 points of fire dam age.
lire attem pts a save each ro und , raki ng more dam age on a An ent angled creature can escape the web with a
failure or putting out the lire on a success; • successful DC 21 Escape Artist check or burst it with a
The lift platform is ~nt a nglt'd in 3d.. strands of web- DC 25 Strength check. The web has 12 hit points and
bing . Before rhe platform can move again , either up or hardnes s 5. If any part of the flame web takes 5 or mo re
down , each of rhe web strands must be severed. A web points of cold damage , the flame is extinguished and
strand has 10 htt points and hardness 5. D1e strands can't the web becomes cold and brittle. reducing the
difficu lty of the Escape Artist check 10 DC 16 and the
be burned. ,
-. ' .•1.•
,,
Strength check to DC 20.
I
Melee slam +11 (ld6+12)
poin ts of damage) and must be helped out. A di arac~: r iii
.
Ranged magma rock +5 (3dlO+8 plus l d6 fire)
As before, if the Pes try ro resist this telepo rtation with magic
FIDELlO'S PUNISH ME NTS such as JlI1lt' nSlOtl<lllln(hor, Fidelio transport s those he can
From time to lime, th e PCs might decide to challenge Fidelia
and returns 10 deal with those lefr beh ind.
or even refuse to help h im gain the items he needs to break
Tactic al En counter: 5-6, Annis and Ogres (page 176).
his curse. when thi s occ urs, h e rranspons Pes to a location
in Undermour uem as pu nishment for their audaci ty.
Select a monster encounter from the table below that has an
Encou nter Level equal to the average PC level (or an encoun-
ter of that ELmade from multiple creatu res on the list, such
as two EL6 creatu res 10make an EL 8 enco unter). Place the O nce the PCs have dealt w ith the d row and released the
monsters in any unde rgrou nd location-rough, smooth ,wet, doppelganger slaves, Fidelio appea rs (0 (hem again . Th is
dry, wh erever seems appro priate for the cre atures. Because tim e he needs them to claim the crystal-encrusted skull of
th e Pes are being relepo rted around, th ey have no way to a mutant umber hulk- the th ird item he nee ds to break h is
orient the mselves relative to any Unde rmou ntain location CU("!i;(' . Un like previo us limes whe n he kid naps the Pes, he is
they k now. If the PCs defeat th is cha llenge, teleport them now ready to expla in to them who he is, what they have bt-en
again and choose another encounter from the list th at is of doin g for him, and the true nature of the battle bet ween the
the same or a hig her EL. The key is to make sure t he PCs are dr ow and th e dopplegangers. w hen he appears to the PCs
aware th ai th e encounters are getting harder each time, and this time, read th e following.
th ey aren 't gt'uing ti me to lake a brea k.
The ghost of Fideliofades into view. This time he seems
FI DELIO'S PUN ISHM ENTS less perturbed, more anxious and enthusiastic than
EL Monsters
6 belke-, ettin, gaulh, seven-hea ded ~h yd ra , ~o rn before. " I have need ofyour handsfora thirdandfinal
7 black pudding, drlder, flesh golem, medus a, spectre time. Come with me, and I will explain my curse and
8 beh ir, dark naga. gorgon, mind f1ayer,stone giant how your efforts are helping me."
9 frost giant, spirit naga, te n-headed hydra
10 clay golem , eleven-headed hydra, fire giant H th is event lakes place in the presence of th e doppe lganger
11 dread wraith, harpy archer, sto ne golem ,
twelve-headed hydra slaves and the PCs ex press co ncern abou t the sha peshifrers'
12 abyssal greater basilisk, elder black pudding , roper welfare, rhe doppelgan gers assure the Pes th at they will be
fine now lhatthey have been freed. Fideli o ignores rhe dop-
pelgcngers, but he waits u nt il the Pes are reasonably satisfied
as to their co nd inon before telepo rtt ng rhe character s agai n.
W hen he tele por ts them, read the following.
This tim e Fidelia 's teleport places you on the sho re of
an underground river, possibly the same river that runs
by the minotaur lair, though this place is unfamiliar to
you. "You have done me two services," the ghost :says,
"and now I need you again. As payme nt for your deeds,
I will telf you a great secret, and m ake you an offe r.
"in life, I was a great paladin, but I tacked hum ility.
I was a braggart, always boasting and disparaging
others. , came to Underm oun tain to figh t evil, and
after man y quests here I cam e face to f ace with a
fiendfrom the nether planes. We bauled to a stalem ate,
and I beseeched my god to aid me. My god answere d
m y prayer.
"Bef ore th e fiend 'Sdeath cries had faded, I bragged
that I had destroyed it on m y own. This displeased my
god, and I was cursed to finger in Undermountain as
a ghost, listening fo r other braggarts and pu lling
them to a maze of death trap s to teach them
humility.
"In tim e, this pun ishm ent drove me mad. My
th oughts are d earer now, th ough I can still feel the
taint of madness within me. When Halaster's magic
shook Underm ountain, I discovered how tofree m yself
of this curse and at one for my deed s.
"Three i'ems I need; two you have f ound, and one
remains to be collected . , apologize f or taking you
against your will. I have no excuse but m y own
desperation, and tha t is anot her thing I must atone
f or. Bu' perhaps what I tell you now can begin to m ake
up f or it.
"Halaster is dead. He died while working on a spell
to protect Undermountainfrom an approaching doom .
I know only a little of what the doom is, but f h low
it is stil/ knocking at the door. I suspect he was attacked
while casting his spell, and it remai ns unfinished. His
deat h caused a backlash of energy throughout
Undermou nta in-those in th e cit y abolle think it was
I-)ddio ,UlJ fbr Umhr J.ol'd
j ust an earthquake, but it was th e deat h-scream cfo ne
of the m ost powerful wizards in th e world. Part s of "The way to th e site is hidden, but my ma gic can
Undermo un tain collapsed, parts changed, an d some transp ort you there. Retrielle this third item fo r me, so
new parts halle appea red. that I can free m yselffr om this curse and atonefo r m y
"The spell·engine he created to focus the m agic is jailings , and I will send you to the site. Perhaps you
unfinished, but it still exists. The doppelgangers and '0
can find a way destroy the dellice-tha t migh t delay
their draw enemies have been bauling over the site. the Twisted Rune's progress here. Perhaps you can learn
Curren,ly, the drew control it and have m ade progress to tap the device's power for your own needs, or ellen
in figuring out how it works. Whoever controls the site repair Halas' er's spell. Ali i know is that neither the
will have a powerfu l source ofm agic at th eir disposal, draw nor th e doppelgangers can do it. Help me, and I
and will use i, to take over Underm ountain-and will help you."
ellentually th e cit y above.
"Ellen worse, a cabal of ancient Jiches calfed the Fidelia answers ques tions from the pe s as well as he can.
Twisted Rune 141m soon gain access to Underm ountain. He is honest and fort h rjghr . Use th is disc uss ion as a means
HaJaster's unfinished ward isfailing.lfthe spell is not to fill in gaps in the- res' knowled ge about what has been
fin ished, the Twisted Rune willtake over Undermountain going on. Fideho can give the Pes information on the fol-
and th e city above. low ing topics:
His own history. Ceiling
His role in Underrno uruain . The ceilin g ranges anywhere from 40 feer to 60 feet high.
The localion and keys ofimportant portals on Level l and lt is generally shorter on th e west end because the level of
Level 2 {includ ing I hose I he doppel gange rs use}. rhe floor is h igher the re, but th e ceili ng is irre gu lar enough
The natu re of rhe doppelganger- drew con flict (essentially thai tu-foor sh ifts in hetgh r are fairly commo n in a sha n
they are battl ing for territory and the ru nestone). amoun t of space.
The locauon of the Runesrone l evel (lower than rhe Maze
Level; access is blocked). Light a nd Senses
The physical descriptio n of the ru nestone irselfta crystal- Umbe r hu lks havedark vision and rrernorse nse. so they have
topped hill with in a large cavern). no need for light. They eat their food raw, and their claws
are un suitable for the delica te work offire-butlding. so thei r
The Pes don't have to agree to do anything abou t the Rune- caves are always dark.Anyone bri nging lighl into the cave is
stone Level-c-tf theywtsh. he can transport them to a know n l."3sily sported fro m a great distance. Th e umber hulks' tre-
localion on Level l or Level 2 so they can escape Undermou n- mcrsen se mean that even indi viduals traveling in complete
lain, though that guafilmees the drcwevenrually gainconrrol d arkne ss are easily detec ted by the creat ures. On ly by flying
of the runestone, learn its secrets, and begin using its power th rough the dark can intruders t'scape automatic detection ;
to expand their contro l of th e area-before they are wiped otherwise, the umbe r hulks are never surprised by anything
out or absorbed by the Twisted Rune, who are far more evil moving arou nd in their lair.
than the dark elves.
If they agree 10 hel p him on h is th ird task, he tells them Slo pe s
about the umber hulk lair and describes the lead umber hulk, Th t" caves rhar make up the umber hul k lair consist of a
which is easily Idennfi able by the crystalli ne grow ths atop sloped and terraced floor that rises and falls th rough out the
trs head. area. Crossing one of these areas where the ground rises or
The Pe s receivea story award of 500 XPeach for voluntarily falls (shown as a slope li nt' on the map) is the same as enter-
helping Fidelio on th is th ird quest (as opposed 10 the previ- mg d tff icuh terrain. II COSIS 2 squares of moveme nt to eruer
ous ones, where rbey were forced to help). If they refuse to a squa re of d tfficuh terrain, and creatu res cannot charge
help, he once again makes his th reat to expose them 10 great th rough such squart's.
danger unt il they comply.(He is gratefu l for th eir assista nce
bur nor willi ng 10 give up on breaking his curse when he is Flora a nd Faun a
so close 10 his goal.) As with 1I1l'mmora ur lair, the umbe-r hulk caves have ma ny
Tact ica l Enco u n ter s: 5-7, Lurking Guard ian (page t 7 R); patches of large subterranea n mushroom s. lichen, and other
5-8, Bail th e Trap (page t ROl, and 5-9, Psi·Hul k (page IR2). strange plantltke creatures. No rothe graze on th em. Instead,
th is place is horne to several varieties of large ins ects, the
largest being a flightless beetle about the size of a large cat.
INSIDE THE LAI R The se inse cts an' not aggressive toward any Small or larger
The u mber hulk lair has th e following featu res. See th e map
creatures (rnosr all' fungu s-eaters, with a few predators that
on pagr 179 w hen reviewing these features.
eat other insects), though Ihl'Ymight try to nibble on cloth,
wool, or 0 1her m (t, pl:lnr-h:lsf'd materials the pe s might be
Wolls
wearin g or carr ying. Many of these insects art' blind , rely-
Though th is cavern was formed by water. not all of it features
ing on rremorsense and touch to find food. Those th at aren't
th e smooth stone tha t normally exists in this kind of cave.
blind tend 10 avoid lights. Thl' umber hulks eat the largest of
l b is is due to the consraru bur rowing of the umber hu lks.
these creatures, supplementing their diet with creatures from
When the umber hu lks dig th rough walls, their runnels col-
the river and anyrhtng else thai happens to wander along (as
lapse beh ind them. leaving rough patches and loose roc k;
insecrl tke beings themselves, the umbe r hu lks can go a long
many well-trafficked areas in the cave h ave floors covered in
rime between meals).
loose rock to a depth of a foot or more because of repeated
diggings and collapses. The d ifferent k inds of walls haw
little relevance to the pe s orher than rhe difference in Cli mb UMBER HULK AFTERMATH
Des (20 for the natural walls, 25 for the rough a nt's), stn ce When rhe Pe s return with the crystallized skull of the umber
the wandering umber hulks are just as likely to dig thr ough hulk leader. Fidelia tells them that once he uses the three
new stone as they are 10 reuse a collapsed area. nem s to break his curse, they retain their magical natu re,
and rhe Pes should keep them as an add itional reward for
thei r hel p. He the n transports them 10 the location of their
cho ice (either the arr ival poin t on the Rune stone l evel or an If the pe s explain to rhe doppclgan gers about the Twiste d
area of their choice on Level t or Level 2, such as und er the Rune, the shapes h ifrers become alarmed. As manipulator s
Yawni ng Port al Inn or 10 the Hel rnwarch). and deceivers, the doppelgangers have heard ru mors about
After a short and simple ritual with the sword, caul- ma ny groups that like to work behi nd rhe scenes, The one
d ron, and sk ull, Hdcllo's ghos t form becomes solid as life th ing they consiste ntly hear about the Twisted Rune is
is ret urned 10 him . He than ks the PCs and then humbly that the gro up has its hands in everyth ing and is extre mely
beseec hes his god to take h im OUI of Undermou ntain so he powerful-so powerful that the doppelgange rs have no
may begi n 10 alone , He vanishes with a look of determ ina- info rmation about who rhey are or where their lairs may be.
lion on h is face. Any ind ividuals who get even remorely clcse to dtscovertng
Wha t happens next depend s on where the Pe s asked Fide- tha i infor mat ion tu rn up dead or simply van ish.
lia 10 transpo rt them . Alt hough rhe doppelgangers cannot verify Ptdeho's sus-
picions (he is ge ne by this point), th ey can read the Pe s'
Transport to level I or Level 2 thoug hts and Set." rhat Ihey actually believe what the y are
The Pes can make their way (0 an exit or remain in Under- saying. If the doppelgangers were undec ided about letring the
moun rain as rhey choose. If Iht'y don't do anything about the Pes get to the Runes tone Level, th is in format ion convinces
drov....- doppelganger ccnfhcr, rhe underground war rages for them il is necessary; the do ppelgangers and cloakers want 10
another two 10 th ree weeks before the drew achieve a decisive be independent ofall ihe other po....'er groups in Undermoun-
victory. Then rhe dark elves can devore all their attention tain and Skullpott. and Ihey certainly don't want a group of
to learning how to USE' the runestone. With th is power at ancient puppeteers laking over after they have worked so
its d isposal , House Tanor'Thal becomes the mos t powerful hard 10 achieve what they have accomplished.
faction in Skullport . eliminates or subsumes several rival O ne condi tio n of any deal is th at th e PCs must be bli nd-
groups, and USE'S its magic, agents . and new alli es to begi n folded duti ng th e ni p so they can't use rhe doppelgangers'
tnfi hranng the cilYabove. po rta l and doub le-cross them by trying to take over the
The story doesn't end he re, however. \'(:'jth Halasrer's runestone later. If t he Pes agree to th is, Ihe doppelgangers
spells of warding gone, the Twisted Rune infi lt rates U nder- take them ro rhe entry poi nt of the ru nesrone chamber by a
mountai n and takes over the d row fact ion, man ipulat ing ctrcuuous route, bli ndfo ldi ng them at key point s and dou-
the dark elves like pUpPt'IS.The lkhes ofrhe Twisted Rune bling back in severa l places, and using et least rhree po rt als
have bee n do ing th ings li ke Ih is for ce n turies and are very along the way in order 10 confuse altempts 10 remember the
good at it. pat h .
If the PCs wish 10 rravel ro rhe Runesrone Level afterrest- Wh en the PCs reach th e Runesrone Level, the doppel-
Ing. tr ain ing, and buying more su pplies at a camp or i n the gange rs remove th e bli nd folds and point them in the right
city above, they have no easy way 10 gcr th ere. They never di rection . They assu re the PCs th at they will be watchi ng,
found a direct con nec no n 10 rhe level,and with Fidelto gone bot h to see if the PCs try 10 betray them but also to aid th em
there is no one to simply tr ansport them there , On e obv ious surreptitiously if th ings start to go bad.(Th is gives you a way
option is to contact rhe doppelgangers (such as thos e in rhe to hel p th e PCs if thi ngs sta rr to go too bad ly for th em - a
camp on Level 2) and ask them how to gel to th e Runestonc h idden dop pelganger sho ot ing an enemy with cross bow
Level. Although the dopp elgangers ini tially deny knowing bolts if th e PCs are losing a battl e, for example, or provid-
anyt hing about suc h a place, d('!l'r mined PCs can eve ntu- ing so me othl'r nsxistunce if rht,y desperately need it at th e
ally get th em to ad mit it exists. If the PCs can convi nce the appropriat e rirne.)
dopp elgangers that th(·y want to help eliminate rhe drow
and turn over th e Silt' to the doppelgangers, they can str ike Tra nspo rt to th e Runesto ne l evel
a bargain, exchanging Iheir help in Ihis matte r for goods and If the PCs asked Fidelio to transpor t them to rhe Runes rone
services, (Remember lhal the doppelganger s can use detcel Level, they need to figure out wh at they want to do with the
'htmg hts on rhe PCs 10 see if they're lying.) run estone. Thl' doppelgangers inslantl y become aware of
The dop pelgange rs know thai the ru nes ton e can create their prese nce ther e and watch wh at the PCs do. Alth ough
or charge mag ic items and are quite willi ng 10 prom ise a the doppelgangers are gra teful for the Pes' assistance in
trustwor thy party rha t rhey wil l tr ade th em so me of t hese freeing their k in, Ihey want rhe ru nesrone for themselves,
items uhe do ppelga nge rs agree to thi s because they be lieve and rhey do n't trust the Pes 10 just hand Ir over 10 them for
the benefits of own ing the ru nesrone g reatlyoutweigh suc h free. If the PCs explain the situa tion with the -Twisted Rune
a small price);approximately 8,000 gp wort h ofitems for the 10 rbe doppelgangers. rhat helps them find common ground
who le party, thoug h they origina lly offer 4,000 gp wor th of from which to proceed .
items and are will ing 10 go as high as 10,000 gp for rough
negotiators .
·'
.
Encou nter Level z
~TACT ICS
USt lhls ttldi, al ( " counl,r wiil! Iht room dtscri ptw!l -0" The' minorau rs know rh ey are stro nger th an the typica l
, r hum an , and that rheir size gives th em a big advan tage in
J'dgt J58.
gra ppling. O ne m ino rau r tries to grapple a weak-locki ng
cha rac ter and drag that cha racter into the river to drown
The P<A amve th rough th e porta l located in the easter n
1 • h im or her. using his nex t turn to deal da mage while h is
sec tion of rh is cave.l f lhey have no mea ns ofsee ing, they
op po nf'nt struggles 10 breath e (the Large minotaur can
in iti.ally have nOWlly:ofk nowin g abo ull he m inctaurs fish-
l:'astly hold its head above rhe water while its smal ler oppo-
ing"along th e shore ofthe R iver GraYmurk. The minotatmi
nent Is submer ged ). _
have no such hindrance, and tbey be ccrse aware- of th~
Pes well before the intruders move'bloser to the shore. The other rwo m ino tau rs use rbeirpcwerfu! ch arge abil-
The m tnoeau rs pre tend n OI to nonce the res unti l th i las! iry to en rer close co mbat, b~ teting ai: the PCs until rhe y
cr t hei r oppcnents are dead . They' prefer atta ckin g weaker-
po sSible moment, 11Vn the three.eoesrers leap up and
look ing targe ts, because they enjoy fe-eling superior.
spread out to su rrou riJ. the intruders. A.s they brand ish
th eir greata xes, one of rhe m incraurs growls in' the GianI
ton gue. Read: GRAPPLING .
Slarting a grapple provok es an attack ofopportu rury, If the
Thref hug,; bull-men move to block your path. defender's attack ofopportun ity does damage to the rni no-
One Of them stomps a heavy clown hoof and taur, the gr apple Iatls.orberwise th e grapple proceeds. Th e
growls, pointing the head ofits grrataxe at you 115 m in otaur m ake s a me lee to uch attac k. If successful, rhe
it stomps again.
3 MINOTAURS , CR4
MONSTERS ~ hp ] 9 each (6 HD)
The- I h ~ minc tau rs 3rP lak ing their tu rn fish ing for the CE l arge mon strou s human oid
herd when the Pes arrive. Fighting smaller h um anoid s is Init +0; Senses dar kvision 60 ft., scent; Listen +7, Spot +7
mu ch more entert ain ing tha n fishing, however, an d the Languages Giant
rntnoraur s are always loo king for a brea k in their rout in e. AC 14, tou ch 9, Hat-footed - ; natural cun ning
Th ey assume th e pe s will provide af II'8.sr a lit tle btr of a Fort +6, Ref +5, Will+5
challenge to spice up their day. ? .; Spee d ] 0 ft. (6 squa res]
The lead m inctaur add res ses th e pe s in the, Giant Melee greataxe +9/+4 (]d 6+6/x]) and
ton gue , which sounds like noth ing more than threaten - gore +4 (l d8 +2)
j ng growls and roars to anyone who "d oesn't understand Space 10 It.: Reach 10 ft.
th e lan guage.l f the pe s do unders tand Giant, thcy' hea r; Base Atk +6; Grp +1 4
Atk Opti ons Power Attack
"Pay upor w(; t'ar you !" . {.> ' • .i.
Specia l Actions powerfu l charge 4d 6+6
If th e pe s u ndersta nd th e m inotaurs and de cide to Com bat Gear Kyo crystal ofcore moderate wOlA nds (see
negoti ate, rhe mln oraurs wt ll play along fora few mo ments. page 217)
Th <,}'actua lly have some in teres t in large weapcns.sc ch as
Abilities Sir 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
grearaxes and greetswords. However, the mi notaurs are too Feats Great Fortitude, Power Attack, Track
g reedy, hungr y, and bo red ro snc k to any k ind of peaceful Skills Intimidate +2, Listen +7, Search +2, Spot +7
settlemen t, Th moment th e Pes becom e distracted or Possessions combat gea r plus grearaee, 50 gp wort h of
if th e pe s obviously can't co mmun icate with them , the raw Kyo crystals, 70 gp
~ m inota urs get anx ious and aflack . " Natu nJl Cunning I E ~) Althoug h minotau rs are not
es pecially intelligent, they possess innate cu nning and
logical ability. This gives them imm unity to maze spe lls,
prevent s them from eyer becoming los t, and enables
the m to track enemies. Furthe r, they are never caugh t
flat-footed.
Powerful Charge (Elt) A minotaur typically begins a battle
by chargi ng at an opponent , lowering its head to bring
its mighty horns into play. In add ition to thl:' norma l
benefits and haza rds o~ a charge, this allows the beas t
to make a single gore ittack with a +9 attack bonus thaI
dea ts 4d6+6 po ints of damilge .
r,
Minotaur ~ n d defender ma ke opposed grapple checks. If
the minctaur wins, the g rapple il successful, an d the i;rap-
pier de als u'narmed st rike damage 10 the defe nder (1114-':4
DROWNING
t .'
,.::=:=
.
Any ch aracter can h old hi s brea th for a numbe r~Of rou nds
equa l to tw ice hi s Co ns titu tion score . Afler th is period of
poin ts of nonlet ha l damage for a Large mi notaur); ties go
time, th e cha racter mus l make <I successful DC 10 Consti-
to the creature with the hig he r grap ple check modifii!r. I f
tution chec k every rou nd in order to co nn nue holding hi s
it w ins, the rnin oraur the n moves into th e target's square to
breath: Each round, IhE' DC in creases by 1.
maintai n th e grapple (th is movement is free, doesn 't cbunt
W hen the cha racter n n<llly fails <I CopstitutioQ check, he
_agerns t the m lnotaur's movement for th e round. 1n« pro-
begins to d row n. In the first round, he falls u nconscious (0
vokes ertscksofopportun ity for movement as n ial e-!:("epr
~. 11P"). In die fcllowtng round , he drops to - 1 hi t- nrsand is
from rhe de fende r~ 1 dying. In the th ird round , he drowns.; "
Wh ile grappling, the attacker and de fender haw no
threatened area and lose their Dexterity bo nus to AC (if any)
agains t creatures not in\lolved in th e grapple, Likely actlcns DE\'ELOPMENT
for a grappling mi not aut include: I If th e Pes de feat t wo of rhe m inotaurs, lhe th ird mi notaur
Attack O p ponen t :, 1Pe mtn ct aur ca n make <In at tack decide s 10 retreat from the banle 10 ....-arn the rest of its herd .
with an un arm ed srrtke, natural weapon, or light weapon It uses II withdraw action to disengage from ~ombat. If rhe
agains t the grappled character. It lakes a - . penalty on s uch Pes pursue it, however, it resumes figh ting. In this case, the
attacks. .mtnoraur bellows loudly in each round as it tries to warn tbe
D amage Opponent: White grappli ng, a mtnotaur can herd abou t the in truders. .
deal dam age wirsopponenll-qu ivalenl ro an unarmed smke. Ifrhe 1<I~ t m tnoraur surv ives more than 2 rounds from the
Make an opposed grapplE' check in placE''bfan attaa.J f th e time it srans bell owing II warning, two nearby minotaurs
minotaur w ins, it deals nonlethal da mage as normal for its :1 arrive to see what all th(" no ise is abo ut.
unarmed st rikel:t d4.... poinls), lf the minotaur wants to deal
le tH.11 da mage , it takes a -4 ~nalry on its grapple chedc., ,
MoverThe m inotaur can move half its spee-d (brin,ging
TREASURE
If the Pes defeat th e minoraurs, they gai n th e possessions
all others engage d in the gra pple with it) by winni ng an
the monsters carry, including any K)'D crystalsofclln' moJer,de
opposed gT3pple check. Th is requ ires a sta ndard action. and ~
wOlmds th e minoraurs did n't use during the ban lc. In addi-
it must be'fl aIl lhe e ther indi vidu al check results to mow
tion, if the Pes examine tne area and [na ke <I successful DC 15
the gra pple, The Minotau r ge ls II H bo nns on its gtlll p~e
Search check, they find <I large sack the mi noraurs dropped
ch k TO m()V(' 2 pinne ll oppo~ent , but only ifno oneelse lS in th e sand near the river. Inside the sack, The PCs find about
involvtd In the ,tlIpple. . • r " ..
a half-dozen fish and a -+J b/ukkr that th~ minorau rs pulled
Pin Opponen t : ThE' m tnotaur can h old Its op ponenl from the river. ~. _ ~ _
immobile for 1 round.bywinning <In opposed g-rapple check •
(made in pl<lC'tof an atta ck).
•
•
INOTAU INERS
Encounter Level e 3 MINOTAURS CR 4
hp 39 each (6 HD)
Ust fhi5 facti" ,l tnCOlln'tr with tht Toom dcscflplion on CE large monstro us human oid
P"~ 160. lnit +0: Sen ses darkvision 60 It., sce nt; li sten +7. Spot +7
languages Giant
Three mincraurs all' here mining glowing crystal, an d Ae 14, tou ch 9. flat-footed ; natural cunning
rend ing to a herd of rothe (subterranean can It') when rhe Fort +6. Ref +5. will +5
Pes approach . Unless the pe s somehow anno un ce their Speed 30 ft. (6 squa res)
presence in a louder than normal way, the light of the Melee great axe +9/+4 (3d6+6/x 3) and
chamber lind the noise of th e mining initially allowsthe gore +4 (1d8 +2)
pe s to get dose wi hout attracti ng the attention of the Space 10 It.: Reach 10 ft.
mtnotaurs. Read: l Base Atk +6; Grp +14
Atk Opt ions Power Att ack
.. '
- . 1 di dn't usc the m to heal the mse lves du ring the battle.
.
~h;rge r~nning anYt~iiOg
~.
MININ G CRYSTALS
If the m inotau rs leave the chamber or are otherwise dea lt
with, pes can attempt ro mine crystals, It takes at leas:; one '
!i~r;... .h ou r. to mine- crystals from the walls; for each hour "'spent
mining, a PC makes a DC 1.5 W isdom check (or a Pro fes-
sian (miner}check if a ch aracter has ranks in that skill). A
failea check indicates that no salvageable crystal s are pulled
from the rock for that hou r of work: A success indi cates
that a crystal wit h 'a gold piece value e<lual to 2 + twice th 'e
amoun t by whic h th e-check bea t the DC. For example; if a '
PC rolls e-check result 0£2 t , then the crystal min ed inlAat '
hou is worth 14 gp'. l'j.. o: '
.",. ."
•
-7 ROTHE
hp 13 eac h (2 HD)
N Med ium magical bea st
Init +2; Senses dark visio n 90 ft.; Listen +5, Spot +4
AC 13, touc h 12, flat-footed 11
Immune mol d and fungus
Res ist cold 20
Fort +4, Ref +5, Will +0
Speed 30 ft. (6 sq uares)
Melee bite +2 (ld8) a nd
2 horns -3 each {1d3}
Space 5 ft.; Reach 5 ft .
Base Atk +2; Grp +2
Special Actio ns s tamp ede
Spe ll-LikeAbilities (CL 4th):
2Jday-dancing lights
Abilities Str 10, Dex 14, Con 12, Int 1, Wis 11 , Cha 9
Feats Ale rt ness
Skills Listen +5, Spot +4
Dancing lights (Sp) Twice pe r day, a rothe can use
dancing lights to signal other memb ers of the he rd.
conveying info rmat ion a bout t he pre senc e oHood ,
da nge r, and so o n.
Stampede (Ex) Panicked rothe first attempt to break
free of creatures who are ha rrying or herding the m by
o ut running the m as a herd . If this is impo ssible, t he rcthe
t urn to face t heir opponents and charge in a solid wedge
of packed flesh. They run over anythi ng of their own size
o r s maller, dealing 2d4 points of damage for each roth e
in th e st ampede .
I OTAU ~.J;
I1IEF "~"'r~."
•
Encou n ter Level s STER LONCHORN, MINOTAUR CHIEF CR 4
hp 45 (6 H D)
Use thIs tactical t ncounlrr wIth rhr room descriplwl1 011 CE Large mo nstrous humanoid
pagr 160.
... ~ . -- •
This cha mber serves a, rhe throne room for rhe c hief of
lnit +0; Senses darkvlslcn 60 ft., scent; Listen +11, Spot
+11
Lan guages Giant, Comm on
the minoraur herd, Srer Longh orn. It also happens to be AC 19, touch n , fl at-footed-: natural cunning
where the majori ty ofthe he rd slee ps on any given ni ght. Fort +6, Ref +5, Will +5
When th e PU approach this area, Srer and three mi Speed 30 fl. (6 squares)
raurs art' presen t, reining arou nd t he thro ne and tt"lling Melee mwk greataxe +11/+6 (3d6+7/ x3) and
amusing stor ies of ban It' and bloodshed (at least , am using gore +5 (ld8+3)
to other minOlaurs).. Space 10 ft.; Reach 10 h . ..-
, • ...,.;olt'will be- bard for the PCs to ~neak up on Srer an his Base Atk +6; Grp +15
compamcre. The cave is dark, so any light rhe ~C5 ca rry Atk Opttons Power Attack
Special Actions powerful charge 04d6+7
easily alerts the rmnorau rs ro the presence of i nrruders.
Combat Gear Kyo crystal of cure light wounds, 2 Kyo crystals
Also, there's a chanc that the ch ief ha been alerted to of cure serious wounds, Kyo crystal of moge armor
intruders in th e lair py either a flJlherman or mint'r (from (already used and calculated into statistics), Kyo crystal
encounter 5-1 or encounter 5- 2),or one o£qi s wanderin g • of mirror image)
scou ts. ~
Abilities Str 21 , Dex 10, Con 15, Int 10, Wi s la, Cha 8
When srer n otices the r c s and Ihey draw close , read: Feat s Great Fortit ude , Power Attack, Track
Skills Intimidate +3, Listen +11, Search +4, Spot +11
The largestof the minotaurs you've seen 1 ~ these Possessions comba t gear plus masterwork grea taxe,
laVC5 leapsfrom -a crudely carved throne as you 100 gp worth of raw Kyo crystals. 200 gp:
approach. His broad shoulders and chest flex and
ripple as he iohakes his large horn s menacin.sly. He
These negoti ations can be Iricky. A character needs to
stompio one d lWt'n hoofwith earth-shaking torct ,
offer at least 1,000 gp worth of gems or ma-gic ift'm ~--,-and
then roars a challenge that theother rninotaurs preferably a magic grea taxe c r greatsword. Sinct' Stet starts
echo with enthusiastic stomping of their own. out wit h a hostile art tt ude, a PC m ust m ake a succe ssful
Then the large minofaur speaks, using a bTokel! DC 25 Diplomacy check ju st to keep the co nversancn
version of Common.;. aMy cave. My herd, Why Ster going an d get a' m in imum oflantude from rhechief'(news
tlot kill you?" .. about the drow OT su pplies). A successfu l DC 35 check is
requ ired 10 earn safe passage through the lair. The offer
of an en chanted greataxe or grea tsword provi des 11 +5 ct r-
MONSTERS cum stanc c bonus on ,he check,
Sle~ is an impressive flgure , w ith a barrel chest and intel lt-
If the PCS negotia te safe passag(" through Min otaur ter-
gent.cruel ef.l(s. He wears a necllace of Kyo cr~jall, artd'his
horns are especia lly large and sharp. He is acCompan~d by
rito ry, give each PC
. . ,
a story award of 500 XP.
rb ree oth er mtnoraurs at all times. Any negonaucns with
the m moeaurs here must go th rough h im. and an alfe.mpi TACTICS
10 stri ke a deal w ilh anyone other Ih an (he chie f is see n ~ If co m mu nications break down or rhe PCs attack, Srer
as an affront tc h is power. Affronts ro Ster's power req ui re .select s one PC 10 engage in banle wh ile his followers
h im to krll tbe offender. deal with the rest. Ster believes th at he has to cons laptly
The minoraurs all fear and respect Ster. Any m inot aur ptove h is worthiness as ch ief, so he challenge s the st(on-
fighting in th e same cha mberas th e ch iefgains a +1 morale gest-look ing PC (but not necessartfv th e best armored) to
bonus on att ack rolls and d amage rolls for as long as Srer banleone on one. spea king in broke n Common and using
is alive and fighting . . obvious gestures to com mu nicate th is jus t in case [htrc
Although Ster ts murderou s and cruel, he is nor stu pid. doe sn't unde rstand. ,
pes who tr eat Ster re'specrfully and offe r suitable tribute Tht other three m inotaur s atta ck other PCs, because
can arr an ge for safe passage thro ugh h is territory (though attacking Stet 's opponent wou ld imply their beliefthat th e
he might turn on them If he finds the y killed members of chief is too weak to deal with the int rude r himself. Only
his rrtbe), acqui re news abou t the drow, or tra de for su p- If more than one PC atta(fks Srer do rhe mher m inutaurs
-plies (the m inouu rs h ave a good ~ly of fish and raw help the chlef in berile. since accordtngio the minctaurs;
crystal s): :.....-"-sfmple code tr is wor form for the Pes 10 interfere wirh
the ch ieC, ch alle nge.
, , , -':' 1 ,
-f
> • - •
Ster uses Power Attack as much as pos sible agains,J~ his
opponent, since he is trying td inflict large and bloody
DEVELOPMENT
of
,- -
Ifone the minotaurs from tactical encounter 5 ~2 fled that
wou nds to demonstrate his RIowess. _. '
battl e, It comes Here to wa r~n th e~h ie'f ofthe inva~ irs and is
Stet kn'ows what all his Kyocrystalsdo, but he holds offon
present for the battle here . If alerted by!"is fleein g'minotaur,
using them until his opponent uses magic 'or items IIlI th e
i th e onfs in this area are expec ting ,trouble and use .t heir K~o
bat tle-s-h e doesn't \Van yo appear weak, but ifhis oppO:nent
crystalsof mage armorin anticipation ofbartlingthe pes; they
"cheats" with magic, then it is fair for him to do so as ';"e1l.
atta ck t.hen the pes arrive . ',*
I J He' does' use hi s mage armor crystal prior to the" st~~ of
combat, but he doesn't see this ascheaffng.;If the PCsdem- •
.~ . . ~
3 MI NOTAURS
hp 39 each (6 HD)
CE Large monst rous humanoid
Init +0; Senses darkvlslcn 60 ft., scent ; Listen +7, Spot +7
languages Ciant
AC 14, touch 9, flat-footed - ; natura l cunning
Fort +6, Ref +5, Will +5
Speed 30 ft. (6 squa res)
Melee greataxe +9/+4 (3d6+6/ x3) and
gore +4 (1d8+2)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +14
Atk Options Power Attack
Special Actions powerful charge 4d6+6
Combat Cear Kyo crystal of cure moderate wounds, Kyo
crystal of mpge armor
Abilities Str 19, D e~ 10, Con 15, Int 7, W i ~ 10, Cha 8
Feat s Great Fortitude, Power Attack, Track
Skills Intimidate +2, List en +7, Search +2, Spot +7
Possessions combat gear plus greataxe, 70 gp worth of
raw Kyo crystals, 100 gp
Natural Cunning (Ex) Although minotaurs are not
esp eciallyintelligent , they possess innate cunn ing and
logical ability, This gives them immun ity to maz e
spells, prevents them from ever becoming lost. and
enables them to track enemies. Further, they are
never caught flat- footed.
Powerful Charge (Ex) A minotaur typically begins a battle
by charging at an opponent, lowering its head to
bring its mighty horns into play. In add ition to the
normal benefi ts and hazards of a charge, this allows
the beast to make a single gore att ack with a +9
attack bonus that deals 4d6+6 points of damage.
"1:
INOTAU tJA: DS L
•
Encounte r- uvel 9
. TACTICS
These mtnoraers are ready for act ion [rom any side e nd
Ust lh il IMficlli tncounltr It'llh Iht room -d t'scTlr fl<l" 011
; have a "'fight first, ask q uestions later- attitude. Their job
p!1ll't 160.
is to protect t he tr ibe from inva ders, whether drow who
h ave decided {heir allia nce ha s co me to an end or surface-
The mtoot aurs burlr a barrier on die nor th e nd of t h is
dwe ller s who could have reached rbts place onlvbvcurrtng
cave to hel p t he m de fend th eir territo ry agai nst t he d row .
their way t h rough t he res t of t he tr ibe , The o nly reason
Even though they have a n understa nd ing with rhe dark
th ey would not immediately attack th e PCs is if the pe s
elves, th e rntnotaurs don't t ru st them. If t he dark elves ever
are accompanied by ot her m inotau rs from rhe rrtbe (for
attack, the minoraurs plan to be ready. .
exa mple, if t he pe s defeated their ch ief and arra nged for
Un fortu na tely for the m i nota u rs, th e c har acte rs
safe passage ,t hrough the t ri~e 's.territo rv).
approach this area from t he south, so the de fens es don'r
Thh room is always dark-so the minotuurs easily spot
htlpi n a fight againSt th e PCs. pe s if they approach with lights. Onc m inoraur begin s the
batt le by stampeding the herd ofrorhe here.Th en th ey use
MONSTERS th ei r powerfu l cha rge abililY to close th e disrance to the
Fo ur m inotaurs sta nd gua rd j'n t he northwest portio n of PCs (rorhe in t he way migh t preve nt th is).
thi s c hamber. whi le five rorhe wander a rou nd t he cen ter. Th e minoraurs figh t 10 the dea th , since th ere is nowhere
grazi ng o n moss and fungu s. Tho ug h the mi notau rs co n- safe for them to go a nd t hey assume th at if t he Pes a rrived
centrate on watch ing th e northwest passage, it isn't easy from the south, t he resrof the tribe has been killed or-scat-
for the Pes 10 approach unobserved. When rhe mtnctaurs tered .
become aware of Ihe i ntr uders, read : The rothe in this cave stampede if provoked by o ne of
the mtnotaurs. After makin g IWO passes, they become
Four large humanoids with bu!l heads tum exhausted and wander th rough open sqdares between
toward jeu. One fngJJfens the cattlelike creatures 1
in thearea, causing them tostampedt'oMt'anwhile, 4 MINOTAURS CR 4
theotht'r three hef~ their greataxtsand prepart 10 hp 39 each (6 HD)
charge. eE Large mon s trous hum ano id
Init +0; sense s da rkvis ion 60 It., sce nt : Listen +7, Spot +7
Languages Gia nt
ROTHE STAMPEDE AC 14, tou ch 9, flat-foot ed - ; natu ral cunning
l f a rnino raur stampede"s the rothe, read:
Fort +6, Ref +5, Will +5
Thecattlelikt creatures panicand be£1n to run Speed 30 ft. {6 sq uares)
Melee greataxe +9{+4 (3d6 +6{x3) and
toward yo-u..The thtmdeting hooves and sharp gore +4 (1d8+2)
ot
'horns ap'pear to be quitecapable inflicting ' of· spa ce 10 ft. ; Reach 10 ft.
damagt asthecreatures swarm toward you. ; Bast: Atk +6; Grp +1 4
• Atk Opti ons Power Atta ck
The rcthe cha rge in a solid wedge, ru nni ng over any thing Spec ial Actions powe rful charge 4d6+6
Combat Gear Kyo crystal of cure m oduale wounds
in their way th at is Me dium or smalle r. As t he stam pede
passes Ih rou gh 'a square occ upied by a PC, t hat charact e r Abilities St r 19. De~ 10, Con 15, Int 7, Wis 10, eha 8
lakes 2d.. poi nt s of dama ge for eac h rothe th at makes up Feats Great Fo rtitude; Power Attack, Track
the stampede. If the mtnoraur stampedes the fiV(' rot he Skills Intimidate +2, Listen +7, Search +2, Spot +7 )
Possessions combat gear plus great aee, 25 gp
miUing about thi s caw, for example, each PC caught in
the- stampede ta kes 10<1.. points ofdamage. Natu ral Cunning (hi Although minotaurs a rt: not
espe-ciallyintelligent, they possess innate cunning and
After the first pass, roll td...That number of roche con-
logical ability. This gives them immu nity to man spells.
tinue to Ilee, exiting the cha mbe r through the- southern prevents them fr0'!1 eve r becoming lost , and e nables
passage. The- rema ining rorhe ru m around and charge back them to t rack e nemies. Furth er, they art: neve r caug ht
int o t he Pes, stampeding ove r them an d any m inoraurs Rat-foote d.
they m igh~ be fighti ng for a seco nd rou nd of dam age. Powerfu l Cha rge (h i A minotaur typically begins a battle
After the seco nd pass, rhe rema ini ng ro rhe.exhausted , by chiJ rging at an oppone nt, lowe ring its head to bring
..~=-
wande r amo ng th e- cc mbata rns in a dOCile man ne r. its mighty ho rns into play. In addition to the normal
benefits and hazards of.; cbeege, this iJllows the beast
to make a stngle.gor e attack with a +9 attack bonus that
de als 4d6+6 point s of dama ge.
~=-""j:::: ~ ,
3 DROW GUARDS CR 3 5 ROTHE CR2
hp 9 each (2 HD) hp 13 each (2 HD)
Drew fighte r 1 N Mediu m magica l bea st
CE Medi um humano id (elf) Init +2; Senses d arkvision 90 ft.; Listen +5, Spot +4
ln it +2; Sen ses darkvis ton 120 ft .; Liste n +5, Spot +6 AC 13, tou ch 12, flat-footed 11
la nguages Common . Drew Sign Language, Elven, Immun e mold an d fungus
Undercommon Resist co ld 20
AC 17, to uch 12, flat-footed 15 Fort +4, Ref +5, Will +0
Immu ne magic sleep effects Speed 30 ft. (6 sq uares)
SR 13 Melee bite +2 (l d8) a nd
Fort +2, Ref+2, Will +0 (+2 against spells, spell.hke ablhties, ... , ~ 2 horn s - 3 ea ch (ld3)
and oth er enc hantments) Space 5 ft.: Rea ch 5 ft.
Weakness li ght blindnes s Ba se Atk +2; Grp +2
Speed 30 fl. (6 sq uares) Special Actions stamped e
Melee mw k rapier +6 (ld6+1J18-20) Spell -Like Abilit ies (CL 4t h):
Ranged mwk hand crossbow +5 (ld4j 19-20 plus poiso n) 2Jday-dancing lights
Space 5 It.: Reac h 5 ft. • Abilities Str 10 , De x 14, Con 12, Int 1, Wis 11 , Cha 9
Base Atk +2; Grp +3 -: • Fea ts Alert ne ss
Atk O ptio ns poison (drew sleep poison, Fort DC 13, Skills Listen +5, Spot +4
u nconsci ous 1 minute/unconscious 2d4 ho ur s)
Comba t Gear 3 doses of d re w po ison , Ky o crystal of cure Dancin g Lights (Sp) Twice pe r da y, a rot he ca n use dancing
moderate wounds, Kyo crystal of m irrorimage lights to sig nal othe r me mbe rs of the herd , co nveying
Spell. Like Abilities (Cl 2nd): >
info rmation abo ut t he presence oHood, da nger, and
l /day- dancing lights, darkness,faeriefire so on.
Stampede (EX) Pan icked rothe first attem pt to break free of
Abilities Str 12, Dex 15, Con 9, Int 11, Wis 10. Cha 10 crea tures who a re harry ing or he rd ing t hem by
Feats Blind_Fight B, Weapon Fine sse e, We apo n Focus [rapie r] ou tr un ning t hem as a he rd. lf this is impossib le, the rothe
Skills Li st e n +5, Search +2, Spot +6 tur n to face t he ir op ponents and charge in a sol id wed ge
Posse ss ions co mbat ge ar plus mas te rwork ch a in s hirt, of packed fle sh . They run ever anything of thei r own size
maste rwo rk b uckler, maste rwo rk ra pie r, mast er wor k o r smaller, dea ting 2d-4 po ints of damage for each rct he in
ha nd crossbow with 50 bolts, 10 gp t he s tampede.
Ligh t Blindnes s (Ex) Abrupt exposu re to brig ht ligh t (suc h as
sunlight o r a daylight spell) blinds drow fo r 1 rou nd. In
'tli!: i'Jf '-lI
add ition, t he y take a - 1 ctrcc rnstance pe nalty o n atta ck
,i" ~r!'~
' OA"~s, saves, and checks when in b right light .
If you want romake rh tngs'evcn more i n te resnng, or U you
want to hint at the challenges to come . vea CIl I.l 'decide that a
various comoatant5; in adve rtently'int erfering wi t h cha' rges,
~ .
--
of it s ki nd a nd co n t inue grazing. fO -. .
19ELIO'S
•
Encounter Leve1 10 HELMED HORROR CR 8
hp 94 (13 HO)
Ust lhu lad ital tnc(lunltr "'tin the room -dtscn pl"km on N Medium const ruct
p<!gt J61. • Init +6; Senses darkvision 60 ft.; Listen +15, Spot +15
Languages Common
Ftdt'Uo 1f,1 ~~pt?ns the Pes to t his cha mber so that the y AC 26, touch 15, Rat-footed 24
can acqui re an item know n as the .wateTlock sword. The Immune fi reball, ice storm, lighlrlirlgboll, magic missile
Pes arrive in the corridor outside the chamber, ser up Fort +6, Ref +6, Will +7
randoml y in single h ie. Speed 30 ft. (6 sq uares), air walk 30 ft. (6 squares)
Melee +1 water outsi der bane greatswc rd +16/+11
(2d6+8/ 17-20)
Fl: POOL CORRIDOR Space 5 ft.; Reach 5 ft. ., ' ,
Wht'n the pes arrivt~read: Base Atk +9; Grp +14
•,
_ f~
Abilities Str 20, Dex 15, Can , tnt 13. Wis 16, Cha 16
You appear in a hallwayof srnooth·mortared stone, SQ air walk, see invisible, construct traits
5 feet wide and lOfeet hig,1i. In fine direction it Feats Great Fortitude, Imp roved Critical (greatswo rd),
sphts off info seveml tunnd~Iin the otherit apms Improved Initiative, Toughness, Weapon Focus
into a circular room. The SPiri t of the haggard (greatswo rd)
Skills Diplomacy +5, li sten +15, Search +13, Sense Motive
man looms nearb yand addresses you again. +15, Spot +1 5
"Beyond that optnitlg, a chamber with a pool
Air Walk (Sui Helmed horrors can move through the air as
of wafe r waits foryou. Ahelmed hOTTor,a suit of if affected by an air walk spell (caster level 13th).
armor animattd by magic, guards the pool. Rapid Repair (Ex) A helmed horror that rests for 1 full hour
Destroy the horror, bring me its sword, and 1 will repairs 1 point of damage , so long as it has at least 1
fitum you to the minofaur lair. Rtfuse, and I shall hit point remaining. Rapid repair does not allow a
send you.to grtafer and greaterdangers until you helmed horro r to regrow or reattach lost body parts .
See Invisible (Sui A helmed horror sees invisible creatures
are alldead OT the!urvivors agree to aid me." as if affected by a see irll/isibility spell.
DEV ELOPMENT I
host ile only ifthe Pes attack it or disturb the pool. When
Hdeho has no interest in eJ( plaining'"anyth ing [0 th e.PCs
the PCt spor th e helmed horror, read:
at this lime . He Dlt'rely_waits to set' what they do, If th e
pe s advance north, he wait s for them to return with tae
helmed Horror~ sword .
An intimidating figure dressed in ancient pllltt
If the pes refuse to help , go south ,or attack him, Fidelio stands beside a pool of still waf er atop thedai.s. It
warns them Once that crossing him i~ very dangt'-rous. If -c clutches an ornate greahwora 111 it~ arrnorfd
they persist: he uses his powe rs to send them to daftge·r. gauntlets. You notice Ihat th ~ t4,later begins to ripple
ous places all over Undermounrain until they agree to . andthen churn, growing more and more violent
accomplish this task. See page 162 for details on FiJ elio's as you watch . ~
punishments.' • ~
TACTICS
F2: ELEVATED POOL CHAMBER The he lmed hor ror .guards an elemental that is bound
When--the Pes ent er th e circular chamber, read: within the pool. To keep [he elem enta l from escaPing,
tbe horror mUSI plunge its sword into the pool once ~(> ry
Fourflickeringbraziers prollide dim light htneatn hour 10 maintain the spell ofbind ing th at hold s it in place.
thevaulUd ctl1ing ofthis chambt'1'. A tall dais with The Pes arrive nea r th e end of the hour. and if the horror
narrow steps, r ising 10 jeet above thefloor, filts doesn't plunge its sWord into the pool in td4+1 rou~nds
most ofIhe space. YO!) hear the sou~ds ofsplushing there after, th e elemental breaks free.
waferfro m afW the dais. • . If th e PCs cli mb th e steps or ta ke any kind of hostile
action , the horror assumes th ey have come to free the ele-
me nial, and il attacks. Aftet I round of combat, the horror
The hel med horror guarding the pool can't be seen from
remem bers its task nd turns away 10 plunge its sword Into
the vantage p£inl of th e enrertng P~, -The ~rror turns
rhe pooL_If the pes prevfnt it from doing so; then tlic~
- "..k-<;_
must deal with rhe elerncmsl as well as the helmed horror
in orde t o complete their quest for Fidelio.
J
ELDER WATER ElEMENTAL CR 8
hp 228 (24 HD); DR 10/- CONCLUSION <
Afrer the PCs de feat th e hel med horro r, take its sword, and
N H uge ele mental (wate r, ext raplan ar)
Init +6; Senses darkvisio n 60 [t.; Listen +29, Spot +29 reru rn'r o th e corridor, Fidelia transport! them Oack [ 0 th e
Languages Aquan bord er area between th e d row an d minoraur terri rories. If th e
.. PCs le~ without defeating the eleme ntal, or if the emen tal
AC 23, touch 14, Hat-footed 17
Fort +19, Ref +16. w ill +10 d idn't escape wh ile th ey wer e rhere an d subseqQen tly get s
f ree after the binding spe ll fades in an hour's l im~ me y later
Speed 30 ft. (6 squa res) . swi m 120 ft.
hear rhata te rr ible creatu re-of water and fu ry is ram pagi ~
Melee 2 sl..ms +25 each (2dl 0+9/19-20f)
Space 15 ft.: ReKh 15 ft.
: . Ihr ougk'"Under mounu in and even Ih reatem ng th e city
Base Ark +18; Crp +35 above . They might be called upon 10 ret u rn tc desrroy It.
Atk Options Cleave. Creat Cleave. Power Att ack depe nd ing on how far and wide their fame spread~ IS a resuh
Spec ial Actlon s water mastery. d rench of the concl us ion of th is adventu re. '
Abilit ies Str 28. De_ 22. Con 21.lnl l0, Wis 11. Cha 11
SQ elemental tra its
Feat s Alertness, Cleave , Gr·eat Cleave. Improved Bult Rush.
Improved Critical (slam). Imp rove d Su nde r. Iro n Will.
lightning Reflexes, Power Attack
Skills listen +29. Spot +29. Swim +17
Dren ch (h J The elementst's.tc uch pu ts out torches .
umpfires. e_posed lanterns, and other open flames of
nonmagical origin if the se are of La rge size o r s ma ller.
The creature ca n dispef m agic al fire it to uc hes as diJ~,e/
mQgic (cas ter level 2~thl . Fortitude pa rt ial DC 22 parual.
Elem en tal Traits Im mu ne to poison, sleep, pu alysis. a nd
stunning; not subject to critiul hits o r flanking;
da rkvis ion; cannot be raised or resur rected (thoug h iJ
wish o r m iracle seen ca n restore life).
Skills The ele ment al ca n move t hrough wat er at its swirn
s pee d wit ho ut ma king Swim ch ecks, has +8 ra cial bon us
o n a ny Swim check to per fo rm some s peci al acti on or
avoid a haza rd (includ ed ). ca n always can choo s e to ta ke
10 o n a Swim check, even if d is tra cted o r e nda nge re d,
an d can use the run action wh ile sw im mi ng in a straig ht
lin e.
Wate r Master y (b) A WOlle r ele me nta l gains a +1 bo n us on
att ack rolls a nd dama ge rolls if bot h it an d its oppone nt
a re touchi ng wate r. If the o ppone nt o r t he e le m enta l is
tou ching t he ground , th e elem enta l t akes a - 4 penalty on
attac k rolls and damage rolls . (The se modifie rs are not
inclu de d in th e statistics blcc k]
' 7f.
"'Th e elemen tal is a creatu re of rage and just wanr s to' Jake
out its ,Pent -up aggression on someone. lt auacks pes and the .
helmed hor ror alike; selecea ran dom target each ro uf!d for
the elemental to str ike at. It never str ikes rbe same rar,get 2
rounds in a row, however, preferri ng to spread its ag·grl'!;sion ~
around rathe.r than conceetr ling on a single target .
•
SPECIAL EFFECT
If th e pe s preve nt the helmed horror from plunging its
sword in to th e pool to mai ntai n th e spe ll of bind ing, re ad:
IS A
Encounter-Level 9
•
DEVELOPMENT
when the Pes ente r th e area, they notice the nearby ogres
U~t Ihis ladlc,!f rn((lu "ler wIth Ihr room dtscrirtlon on
firsr. This delay gtvesCremma time ro use her dlsguisr wlf
pagr 161.
spe ll-like ability to d rape berself tn the shape of an ogre.
Fi ello tr.a~poTts the Pes to this -chamber so thrt they
can acquire an item 1tnOWn 3$ Crtrnma's cauldron. Th e FIRST VIEW
PCs arrive in th e corridor outside the chambe r, set up If th e pes spor the og res first, read:
randomly in double file.
YouTsee a pair of ogres pokingat one of the
F3: HAG HALLWAY misshapen trees. One ma ~es..a happy noise and
Wh en the P~s arrive read: pluc.ks;a stran~e fruit frOh-l one of the branches. The
other grunts and keepssearching.
Once again you a~pea r i n a hallway of smooth~
mortared stone. fiJelio's ~Jios t looms nearby and If the ogres spo t t he PC, first. read:
addresses you.
~Beyond the bend in the tunnel you will come Two ogresstep out of the coverof the trees and heft
upon an underground forest. Four ogresanda hag spei1N ized javelins, sizing upthe distance between
live here, killingand cooking-usually in that you and them. They look hungryand hostile. This
order--anyone who wandersby_The hagpos~sses is confirmed when they toss Ihe javelins dimtlr at
a cauldron in which silt concocts potions_ Bring if you and then duck blUk behittd the trees.
to me. When you ore done, I wiU return you to the ... t ·
drow compound.- TACTICS i
The an nis hag (in ogre (onn) and the ogres tike an obscene
If the Pes refuse 10 help, Fidelia uses h is powers to sen d pleasure in encou ntering adven tu rers from th e dty"above.
rhem to dangero us places all over Undermounta in un til They like to play with their food before eating it.enJl?Ying
they ag ree ro accomplish th is task. See ~ge t ezfor deratls a bit of exercise before th e feast beg ins.
on Hdello's punis hments. The ogres woul d use very pri mitive tact ics if it weren't
fort he amlis hag'sguida nce.They have learned to steyclose
• • to th e trees and use them for cover against ranged snacks.
F4: HAG FOREST They let th eir enem ies com" to them (rather than chargi ng
Wh,e n th e PCs enter th e u nderground forest, read:
hee dlessly in to battl e), and th ey team lip agains t the ·So1me
opponent rather than each og re raki ng on its own toe.
Soil ana grass cover this largecfillmber's fl~r mther G re mm~ ' will use bee porions on the ogres if doing so
than stone, and trees grow throughout the area.l No w ill benefit them in the batt le. If-nor, she h as no problem
sunlight seems to bathe these trees, yet they live 4Jud d rin king the potions hersel f ,
thrive. Up ahead, thedying coals of"_campfire . The two ogres closest to th e ann is hag receive direct
baTfly shed light on a nearby pool of wattr. l
"
--
Th is small undergrou nd forest serves as the lair ofan annis
h ag named Gre mm a and th e fou r og res who follow her.
Insrruc nons and can re ly on her k nowledge and expert-
ence. While the first two ogres do most of the gruntwork,
she direc ts th e two near her to burl javelin s, then fall back
into the trees to drink a porion or receive other instruct ipDS.
The fcres r is m atn rain ed by th e hag's magic. The ce ili ng She migh r send these tWO og res to melee wit]; a rear-g4'ard
rises 30 feet above th e ca r~t of grass. Any plant-based spellcasrer, or crea te a fog cloud and have th em wait in'the
spells operate norm ally wilh in this area. but druids, rang- ce nter of Ir for the PCs ro stumble acros s them.
ers, and anyone else :Iltunl"d ro nature perceive an odd The two ogres closest to Cremma receive a +1 motale
felt'ling hue. The fruirs and nuts tbar grow on the plants bonus on attack rolls and damage rolls wh ile the ann is
and trees are slightly ·off" in some way. more meal tha n hag lives. Th is represen ts rhe benefir that her direct orders
vegetable or frutr- ~ provi de them in combat.
With her fog dOlld ability. Gremma ca n eventual ly
obsc u re most of rhe room. s he has th e ogres trai ned to
retreat i nto the fog if t h~y are inj ured so she can mend
th em with potion s.or surprise enem ies who follow them
in by att acking rhem her self
~= ....
l ~l
C.E .... A (ANNIS HAC) CR 6
hp 45 (7 H D); OR 2/bludgeoning
CE Large monstrous humanoid
Init +1; senses listen +10, Spot +10
l anguages Common, Giant
AC 20, touch 10. flat-footed 19
SR 19
Fort +6, Ref +6, w ill +6
Speed 40 ft. (8 squa res)
Melee 2 cla ws +13 eac h (ld6+7) and
bite +8 (ld6+3)
Spa ce 10 ft.; Reach 10 ft.
Base Atk +7; Crp +18
Spec ial Actio ns im p roved grab , rake l d6 +7, rend (2d6 +10)
Combat Gear POi ion of bQrksJcin (+2) . pOlion a/blur, 2 potions
of cure light wounds, 2 po/lorIS ofcure moderate wolmas ,
potion off/y, potion ofinvisibility
Spell-Ijke Abilities (CL 8th) :
l /day disguise self. fog cloud
Abilit ies Sir 25, Del 12. Con }4, Int 13, Wis 13, eha 10
Feats Alertness, Blind .Fight, Great For tit ude
Slc:ills Bluff +8, Diplomiilcy . 4, Hide +3, lnrlmidate +2, lis te n
+10 , Sle ight of Ha nd +3, Spot +1 0
Posse ssio ns co mbat gea r p lus Gremma's cauldron (se e
page 217).
Imp roved Grab (Ell) If Grem m a hits a t arget of h e r size o r
sm aller wit h he r claw attack , s he d eals nor ma l d am a ge
and att e m pts to s tart a gra p ple as a free action witho ut
provoking attac ks of o pportu nity. She ha s t he op t ion to
co nd uct the grapple normally, or simply us e her claw.
Each successful grapple check s he makes during
successive rou nds automatically deals claw damage, in
addition to constrict ion dama ge ifft has that abi lity.
ROike (Ell) Gremma COIn ra ke with he r foot -dews (+13 melee ,
ld6+7) if she starts her tu rn grappling her o ppo nent. She
can at tack her gra ppled op po ne nt with he r hand-claws at
no penalty.
Rend (Ell) If Cremrna h its with t wo claw attacks , she latc he s
onto he r op ponent's body and tears the flesh . This attack
automa tically d eals an ext ra 2d6 +10 po ints o f d amage.
40C.ES CR 3
hp 29 each (4 H D)
CE Large giant
Init - 1; Se nse s da rkvision 60 ft ., low.light vis ion; Listen +2,
Spot +2
l an guOige s Giant
AC 16, touch 8, Rat·footed 17
Fort +6, Ref +0, will +1
Speed 30 ft. (6 sqUOI res)
DEVELOPMENT.
If Grem ma survives thebanle and tQcog ers fall,she tries to
Melee greatdub +8 (2d8+ 7)
Ranged javelin +1 (ld8+5)
a
u se grappled character as a hostage."Stay jourweepons and
Spa ce 10 ft.; Re ach 10 ft. le t us ralk,"she says , h o ld ing h e r sharp claws to her hos tage's
Base AU: +3; Grp +12 neck. she is willi ng eoleave the are a and give up her cauldron
Abilit ies Str 21, Dex 8, Con 15, Int 6 , Wis 10. Cha 7
if th e pes swear 10 lei h e r go free.
Feats Tough ness, Weapon Focus (greatdub)
Skills Clim b +5, listen +2, Spo t +2 CONCLUSION .
Poss e ssion s hide a rmo r, greatclub. 4 javelins Once t he. monsters arc d ead , th e PC~ c an cl aim t h e m ag ic
cau ldro n and tak e it o ut of t h e roo m 10 Pldelto. T h e gho st
Cremma enjoys grappling her oppo ne nt s and tear ing tra nsports them back to t h e drow co mp ou nd.
rhem apa rt wi th h er rake and rend abililies . s he pre fer s If the PCs we re able to sn eak in to t he a n ms hag 's ca mp and
attac king un armored or lig htly ar m ored characters.fst nce steal the ca ro n , o nce th ey return it to Fide lio he tra n sports
it is easie r to ge t to t he tast y, ju icy bi t s on the in side . t hem away.
• •
UMBER HULK
- . - "ijf, hp 71 (8H D)
' Vse this tactical enco unter tvlth the room'description on , - CE Large abe rrat ion
..... page 162,
. . . i'
, Init +1; Sens es da rkvision 60 ft. t remorsense 60 ft.; Listen
. .- =,-...... -_. -
Fidelia rransporl s t ~~PCs to the shore of the Rivt:r GraY-_<4
. .,. "
~ +11 , Spot +0
Languages Terran
mu rk, near the entrance to a serfes of caves th at serve as" AC 18, touch 10, flat-footed 17
an umber hulk lair; Here, they must defeat the umber . Fort +8, Ref +3, Will +6
hul k leader and acq'uire its skull. item known an he~ as Speed 20 ft. (4 squares), burrow 20 ft.
cfyst al hdm. , if' ~ Melee 2 claws +11 each (2d4+6) and
LASHNSTRUC~IO;
~sl~1
bite +9 (2d8+3)
FIDELIO'S Space 10ft.; Reach 10 ft. ••
-, "- ' .i" - ""; - '. • _ . Base At k +6; Grp +.16
on,
_ Wh en the pe s- art l't'll.dy to press Fidelia gives th em Atk O ptions confusing gaze
details on th e last item he requires them to col lect. Read:"" Abilities St r 23, Dex 13, Con 19, Int 11, Wis 11 , Cha 13
f - Fe ats Great fortitu de, Multlattack, Tough ness
"The northeastern cave lejdf totheumber hulk '. Skills Climb +12, Jump +5, Listen +11
lair. Tnt' leader ofthese umb1r hulks hasa skull ... Confus ing Gaze (Su) Confusion as the spell, 30 feet, caster
made of crystal. The leader,will be easy to spot, as /" leve l 8th, Will DC 15 negates.
pieces of this crystalgrow out ofits head like horns.
Somehow this crystal-mutation hasgiven the"
Cfeature mcntal powers and superior cunning. Kill
thiscreature, bring me itscrystallized skulll and
-. .
===~y'o ur service to'me wW be concluded."
,
FI RST VIEW
I
DEVELOPMENT 1·
O ther umber hulk s 10 the lair qu ickly become aware of
the pe s' presence due to th eir tr-'morst'n se, but the y do nor
come to rhe assistance of the lone gu ard at the en rr way.
I '
If any pe s are bu ried in the srone waUl' of tt:e passa e,
their exact location ca n be de termined with a D025 SearcH
check .
•
THE~~;
-"". ~.F ~;;
. - : . ~:tJ
"
~~ ~ •
Enco u n ter Level s 2 UMBER HULKS CR7
= J!!!!" •
hp 71 each (8 H D)
Use this taclical encounter'with CE Large a ber ration
page 162,_ .- Init +' ; Sense s dark visio n 60 ft., tre mo rsense 60 ft.; listen
+11 , Spot +0
Languages Ferra n
AC 18, touch 10, flat-footed 17
Fort +8, Ref +3, Will +6
Speed 20 ft. (4 squares), burrow 20 ft.
Melee 2 claws +11 each (2d4+6) and
-,
bite +9 (2d8+3)
Space 10ft.; Reach 10ft.
Base Atk +6; Grp +.1 6
., .
Atk Options confusing gaze
Abilities Str 23, Dex 13, Con 19, Int 11, Wis 11 , Cha 13
Feats Great Fortitude, Multiattack, Toughness
Skills Climb +12, Jump +5, List en +11
Confusing Gaze (Su) Confusion as the spell, 30 feet, caste r
level 8th, Will DC l S negates.
ers. Instead, th e leader han gs 6ack some distance, hoping before the umber hu lk leader appears. If the pes ca nnot
that theother umber hulks manageto soak up as much of the defeat rhe umbe r hulks, th e umber hulks attempt to kill
party's resou rces as the y Ca n so th at wh en it beg ins Its;own them, ehesmg them out of the area if ibev flee.
attack on the intruders, victo ry will he a sure th in g; Ifany Pes are buried in the Slone walls of [he passage, [heir
The leader attempt s to observe this encounter from a "!. eXacll06.lion can be determined with a DC25Searchcheck.
dista nce, gaugin g t he stre ngt h and tact ics of the PCs. PCs
who make a DC 30 Spot check can notice the psi-hulk
observing rhelr combat•.seeing the wall "blink" at them .
BURIED ALIVE
If any PC is taken into the stone 10 be buried ali\'e Ey an
The psi-hu lk observes tbe banle from at least 60 feet a'~'ilY,
umber hu lk , [h at character can breathe co m fortably for 1
and If it appears as thou h Ir has been nonced, the creature
hour before beginning 10 suffocate. Afler that, th e charac-
quickly retreats. •
ter takes Id6 points of nonlethal damage evef'y 1S minutes.
When a character falls unconscious from rh ts nonleth al
. damage, he or she d rops to - I h il point and is dying. In the
next round , she suffoca tes and dies within th e stone. .
Il ul..,cu : "J1,o:r<! it n" li,l,t ."ur".. in thi~ aT".. , "",,,-cf' for Cro",int: auy , Ilt~ linc Oil th.. m .. P i~ the Mme .. e {'nho·r;n.: a
..·hate'-cr lilthl t1... pc...·arry ..·ith ,h...m_ equ.. relhat contll d,ffi"ult tcrcain (2 'quare. or-mo'...."'''nt
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..ny",h..re ..lQn~ th.· ....1111 ~ .... lh."m1J; l'i1,1l•• art' hiJin, •{'In 10 lh If fa INn' "'ith thc C4W.,' thc umber hulL. ere no
Ih.. f iJ Il' on th.....11 fa in ",",'Up .... lIl ol r.c~. ..f{~ t" t'_" r~~tridion .
,
•
Ul:.K
•
; PSI-HU LK CR 9
Enco u nte r Level s
hp 113 (12 HO); DR 2/-
Use tllll tMli ,al enroun ter WIIH the room dcsfrrptlMl 011 Um ber hulk ps ych ic warrior!' " 4
T
pl1ge 162. CE Large abe rrat io n
. .-. ...
~ .
I
rema ins of various intruder s that have wand ered UHO tneil
Jf the PCs defeat the psi-h ul k, astra nge event rakes pla ce.
area in,t he past. Valuables here in clude pouches and purses
Read: .. co ntaining a tota l of345 gp, a masterwork broadsword, a +1
longsword, a ring ofmInd SH ltldtng, and a Shiff ofhtalins.
As the umbtr hulk falls, thechitinous shell arolma
its head breaks away, and tht rest ofits body i
crumbles to dus t. In seconds, all that remains-irthe PSIONIC FOCUS ~.
creature's crysfal skull. - I ~.
..
The psi-bulk starts th is enco unter psionic ally focus ed. Th is
al Tows lr'to make use of th e Greater Psion ic fi st feat. Wh en
The Pes can now claim rhe umbtr crystal hd "l-and r~lUrn th e psi-hu lk use s this feat, it expends its foc us to m ake an
atl.ack that dea ls an addinonalede poin t of damegenf th~
of
with it to Fidelia. If the Pes want ( 0 ex plore the rest rhe
psi-hulk ma nages to score a cri tica l h it on such an aU2ck, tm;
umber hul k lair, let them , There is nothing rema ini ng 10
add itional damage' is not multiplied.
th reaten [hem wub in the caves and passages. If d ie Pes
The psi-hu lk can become psionically focused again by
ex plore the high ledge ..at where the psi-hulk began this
making a DC 20 Concentration che ck; attempting this check
encounter, th ey Can make DC 20 Search che cks to find the
while t h ~ell te ned provokes attacks ofopportunity.
lair's treasure.
•
•
• •
LIGHT
Though the drow have excellent darkvision, rhey like to
decorate important things with permanen t faeri epre effects 10
Th is areacombines natural caves and hand-worked chambers.
enhance their becury. Most rooms in the outpost are dark, bur
Now used as a temp le, military post, and way station for slave
some have permanent lights as noted in their description s.
trading by the drow city of Karsolurhiy l. it is firmly u nder
th e contro l of House Tanor,hal of tha t city (see below). The
drow have a well-traveled route from here to Sku llporr. and LOLTH
gro ups with goods travel in both directions at least once every House TanorTha l is firm ly devout in its service to Lclth,
week. The OUtpost is con nected to the distant d row cit y by a the Spider Q ur en. Spider iconography is commo n in the
series of portals th at functi on on ly th ree days every month , Out post and on item s carrie d by the d row, and any visitin g
so th is outpost opera tes as a self-sufficient facility. drow not dressed si mila rly fall und er immed iate suspicion .
The d row of Kyorlamshi n know th ere are two non magical Those who bear icons of other d row deities are considered
ways to access their outpoSI. O ne is th rough the mtnorau r enemies anJ are attacked immediately. Any surface elf is
caves to the east; the other is th rough a secret passage lead- likewise attacked unless properly humbled (such as enslaved
ing 10 the Maze of Madness 10 rhe north. Since they have or obviously (h..rmeJ or bound ).
established a cautious peace with the min oraurs , they do not
overlyconcem themselves with attac ks from the east but are
carefu l to watch the Maze (which is also th e physical entry
SLAVES
The d row keep approximately fift y goblin slaves in the corn-
poim th ei r traders from Skul lpor t use to access the outpos t).
pou nd. The slaves are broken in spirit (most were born slaws)
Because the M:u ..... is stocked wuh mon sters (includ ing mo re
and will not tu rn agai nst the drowIf freed , they establish a
min olallrs) and m a ~i c traps, these drow know that anythin g
pe tt y h ierarchy and take over tbe compou nd, though odds
approach ing them from the north is eith er a trade-partner
are they fall prry to the mmoraurs or eventu ally to reinforce -
ally or someone w ry dangerous.
ments from rhe d row cuy,
There are several key features 10 the outpost. Refer 10 rhe
map at right when reviewing these derails.
SPIDERS
Because of the influence of the w ith pr iestesses, a large
DOORS population of spiders lives in th is area. Un less otherwise
There- are Iew doors in rhe drow compound (the only one on
speci fied in an en counter descriptio n, all are harm less to
the map is the door to area 0 3, but other storage room s can
Small or Med ium (features and usually flee if provoked .
have doors if you need them to). Th ey are well-mainta ined
Because spiders are sacred to Lolt h, anyone seen killi ng
good wooden doors (h ard ness 5, 15 hp). None of them are
a spider (or leaving beh ind a trail of dead spiders) will be
stuck, and few of th em art' locked (break DC 18 if locked).
attacked by th e resident drow.
underequipped and needing 10 raid their form er capto rs in melee ; SA Poison (FOri DC 13. Id6 Str/2d6 SIr), spells, web;
SQ Change shape, darkvision 60 fl., low-light vision; At N E; Tac t ica l Enco u n ter: 5- 11, Drow Priestesses (page 196).
SV FOrl -t5, Ref -s, w ill -t4, Str I I , Dex 15, Con 14, Int 1+, W is
13, Cha 14_
slu Us and I-f ,lls: Climb -t14, Co ncentration -t8, Escape A rt ist
D3: HIGH PR IESTESS
The doo r to th is room is loc ked with an average lock (O pen
-t5,Jum p -t13, Listen t6, SPOI t 6; Improved In inanve, Iron
Lock DC 25). W hen rhe PCs open the door, a small bell
will, Weapo n Fin esse.
ch i mes to alert th e p r iestess wh o lives here.
Drow Guards (2) (EL 5): As a m ilita ry o u tpost, all d row
This large room is set up like a spider's lair; webscover
here are armed an d ready for trouble. If the PCs run tnro thi s
petrol. use the srans ncs for t st-level drow fighters on page
the watls, ceifing. and ports of the floor. Cylindrical
173. A d row patrol could (at your d tscrenon) be accompan ied
web tunnels feadoffin different directions. Unidentifiable
byone or IWO araneas as well.
things wrapped in webbing are anchored in various
places. Pale blue faerie fi re glows from above the
Fid el io: AI some pcmr, Fidelto ret urns and c reates a poria I entryway and the f aint smell ofincense lingers here.
to send rhe PCs 10 anorher Joc auon 10 ret neve an u em for
Tactical Encounter: 5- 12, Priestess l.ukTharin (page 1 98~
him. See page 162 for more derails.
Medium Mon strous Spi der (3) (EL 3): The se trained D4. SLAVE FARM
spiders patrol th e hall s and att ack anyth ing not accompa- This large room is some kind offarm. with a dozen
nied by a drew. For mor e in formation, see .\Iol15 l l"r .l,.f <ln ulil goblins tending giant mushrooms and other strange
page 288_ undergroundfl ora. Afew heavilyshackfed, pole-skinned
C R I; Medi um vermi n; HD 2d8; hp 1l j l n it t 3; spds o Ir., creatures work among the goblins. Fourdrow supervise
clim b 20 (t.; AC 14, rourh 13, Ilar-foored I I ; Base Atk t l; Grp the workers.
- t: Atk Bite t 4 me lee (ids plus poi son ); SA Poison (FOI1 DC
12, td4 Sl r/ld4 Si r), web; SQ Darkvis ion 60 (1., t rernors ense, Tac tica l Bn co u n rer- 5- 13, Drow Slavers (page 200).
vermi n Iraits; AL N; SV FOri t 4, Ref t 3, w il l t o; Str II , Dex
17, Con 12, l nt - , W is IO, Cha 2.
s~ l lh li nd I t <lls: Cli mb t it , tl ide' +7, Jump +0, Listen +0,
DS. LOLTH TEMPLE
A huge statue ofa giant spiderlooms out ofthe darkness
SPOI +4; Weapo n Finesse.
ofthis chamber. To its left and right stand large statues
ofa beautifuldrow woman in spider-themed clothing.
01: GUARDPOST All three glow with violet faeriefi re.
This room has simple quarters for at least a dozen
people, with a small bed and chest for each- though Th is is a temple to Lolth . The large eastern stat ue is of Lolrh
most of them appeared to be unused. in her d rew-spider hybrid state; th e othe r two are oCher in
full drow for m. All three statues face west. Th ere is no th ing
Th ere are three diffe ren t gua rdpc sts in the compound . The special abou t the statties oth er th an the pe rman ent fllm efire
guards in th ese statio ns att ack any strangers on sighr--even on th em , wh ich provides light equal to a candle.
drow-c-un der thc assumprion th at th ey're intruders, members Tactica l Encounter: 5- 14, Lolrh Temple (page 202).
of a rival house.or both (anyguests of the com pound are always
escor ted by a resident, so any per son no t in the presence of a
recog nized drow is assumed 10be here without perm ission).
Tactical Encounter: 5- 10, Drow Cua rdpo sr (page 194).
DROW ALLIANCE
If the pe s have rea son to aUy with the drew, you can alter
D2: DROW PRIESTESSES this adventu re so the pes are helping the drow eliminate the
This tallovoid room is decorated with smallstatues and doppelgangers instead of the other way around. Rather tha n
icons of spiders and beautiful drow women. Thickwebs creating entirely new sets of dop pelgange r statistics blocks ,
coat the walls, and webs strung from narrow piffars use the drow s tat istics presented in th is cha pter (perhaps
create areasofprivacywithin the largerroom. Twodrow the dop pelgangers s pe nd time in drew form to confuse their
enemies in case ofan atta ck). Rather than drawing a new map
femafes in armor are here, and they look very unhappy for the doppelganger lair, use the drow co mpound map , per-
to be disturbed. haps making a mirror image of it. Rep lace the araneas (from
the random enc ounter sec ucn ~Iow) and the fiendish spider
(from encou nter 5- 1") with d oaker!i and a phasm , res pec-
There are two areas marked D2 on the map.The narrow p illars tively. R..the r th..n Lolth -themed encounters and decorations .
are rece nt additions by rh... drow, built as anc hor poin ts for pe rhap s the dop pelgangers worship a god of shadows and
th e mag ic webs that stic k 10 rhe walls and create rhe sm aller thievery or .. mind flayer god . and their lair is fill ed with solid
part mons. The ceiling is 15 fet'l high at the ed ges of the roo m , shadow or psionic ectop lasm .
cresting to 20 feet h igh at the ce nter.
blasts have grow n stro nger in recent month s, si nce Halasrer
has nOI bee n available to adjust the flow of magic, and pan of
Halaster was Insan e for a w ry long ti me , but he had occ a-
th e ceiling in rhe chambe r has collapsedIf left una ttend ed,
siona l mom en ts of cla rity. Duri ng these tim es, he often
the ru nesrone wi ll eventual ly bury uself comple tely, and the
experienced vision s of a far-off doo m. Sensi ng a ru nesto ne
re ma in ing powe r will dis perse harml essly.
of natu ral power with in lj nder mountam, in fits and starts
be tween pe riods of madness and sanity, Halaster carved the
ru nesron e free an d placed spells to focus and gu ide its ene r-
GUARDIA NS
Though he spent most of hi s tim e in a STate of in san ity,
gies. Realizing tha t his lon g bouts of madness would int erfere
Halaster was never a fool. Ill' created several gua rd ians to
with his progress, dur ing one period of sanity H alaster carve d
watch over the ru nestc ne and prevent o the rs from inter fering
coded tnsrrucnons for himself with in the site so that he could
wnh it, including Ilameskulls.elementals, and golems. Thei r
re member whe re he left off.
beh avio r and vigila nce haw become e r ratic since t he wizard's
Slowly over th e cent u ries, Halaster worked toward the
death, but they snll po st' a threal to anyone wh o visits th e site.
co mpletio n of th is project . Rece nt ly, he performed a great
l "he d row occ upying the site h aw learned how to time thei r
service fora god dess of ma gic. To reward him , she srab tlt zed
movem en ts to avoid these gu ardians, bu t thei r mel hods are
hi s mi nd , which allowed him to dev ote almos t all ofhis time
not pe rfect and th ey an' caug ht from time to tim e.
to hi s master spell.
A few month s ago, how ever, somet h ing went terribly
wrong.The Twisted Rune remotely interfered wi th the great
ACCESS
Th ere is on ly one physical rou te to the Runesro ne Level,
spell Halasrer was creating, causing it to misfire. H alaster
and II is bloc ked by one of Halastcr's grea test traps-c-the
died , bu t in his last moment s of life he managed to li nk his
~ 1 'H is Shllfl, a ver tical run nel filled with pale wh ite light.
me mo ries 10 h is soul and sen d it in fragme nts for hun dreds
An yone enteri ng a !la, is ,h'lfllt>vitJ tt's in place and is held
of mil es in each di rec tion. Tht'se frag me ntary mem ories
in stasis indefi ni tely, Sever al of t hese traps do r the levels of
were clues and compu lsio ns 10 encourage people ofskill and
Unde rmou nt ain . This par ticu lar ilasis shafl runs through
sptrtr ro come to Undermo u ntain and finish what Halaste r
seve ral levels of Un dermountain (usually with no honzom al
started- to fin ish rhe grea t spell at the r unestc ne.
access) and ends in midair in a small an tec ha mbe r north of
The HchesofrheTwisted Rune have no t been idle, bu t they
th e runes tc ne cave. Since no bod y has been able to find a way
have been cau tious des pite their im morta lit y. H alaster was
to negat e the sha ft's magic long enough TO pass th rough it,
insane, bu t dev iously so, and the hcbes suspect that he placed
rhts physical route is effecuvelv impassable (though creanve
many m agic traps in Under mountain speci fically keyed TO
PCs might cl imb into a porillb/e h111tor Ng of 'wlJm~and drop
them and rhetr agf"nts. Initial fora ys into The dungeon afte r
rhe u em Through the shaft. si nce the magic does not hi nder
Ha lasrer's dea t h proved them rlgbt-c-rheir agenrs were Inctn-
objects, on ly creatures).
erarcd or magically imprisoned. but the Rune's serving finds
Th ere are th ree po rtals leadin g to th e no n hero anr echa rn-
tha t rhese wards are weakening. O nce the wards fail, the Rune
be r of Th is 1t'Vt'I. Th e drow and doppe lgangers eac h co ntrol
plan s 10 swoo p in, take con trol of rhe ru nestone, an d use it
one, tho ugh nei ther gro up knows of rhe th ird.
to lak e over Undcrm ounrain . Skul lpo rt. and the city above.
The drew porta l is located in ac hambe r to th e south of thl'
Thl' PCs are running OUI of rim e.
Lolth Temple (see Encounter 5- 14, pag(' 202).
The do ppelg ange rs' portul is located somewhere on Lew]
THE RUN ESTON E 2 in the middle of thei r tcr ritor y, dtsgutscd.
The runcs tone sits in an enormo us cave with a hill in the The rh ird is left undef ned so you may place it somewhere
m iddle . Glow ing cr ystal s jut from the top of th e h ill. 111(' you find suitable for your campaign.
cr ysta ls actually ext end deep w uhin th e hill, formi ng a huge All l hree po rt als require rare and expensive (but reusable)
mass of magica lly reson ati ng ma teria l known as the rune- keys. Select a key based on the needs ofyour campaign. Each
stone. Halaster carved small caves within the hill so he could fact ion on ly has one or two keys, lim iting their access to th e
shape key po in ts on the cr ysta l, and he used these caves to Run esrone Level. All three portal s art' two-way, and using
store the cooe d messages he left for himsel f. A spira l path th e key on rhe Run estone Level tr an sports the creat ure to
climbs arou nd th e h ill , passin g eac h small cave and fina lly th e appropria te po rtal elsewh ere i n Und ermoumain.
s top ping nea r the top , whe re Hal aster created a series of Fidelia has the power to transpon crea tu res to and fro m
arcane ccnt rc ls-c-crystals. magic ru nes, an d SlOTS where he the Runestone Level, likewi se usi ng the non h antechamber
could insert ma gic items to stee r the ru ne srone 's power. as a desnnatt on . H e does no t know whar keys ope ralt the
Th e runeston e and all Its crysta ls radiale several ki nds of th ree portals, but he has seen draw and doppelgan gers use
magic (each piece of crystal radiates one type of ma gic, so this area, so he knows rhey rnust have the means to ope n it.
the re are many overlapping auras in any give n area).
Bec ause of Helasrer's acnons, the ru nes tone constantly LIGHT
cha nnels arcan e energy, w ith excess power bleeding upward The cry stals at the top of th e hill radiale light, though each
through the cry stals at the top of the hi ll, usually d tschargtng crysta l fluc tua tes in brt lhan ce .The net effeClcasts the entire
as noisy arca ne blasts against the roo f of the cavern. The se chamber in sha dow y illumination , whi ch ex tend s to rbe
northern an techa mber and t he
north east storage room. Th ough
the crystals flash brig hter when
they d isch arge exces s magi ca l
energy, rb is event occu rs in fre-
quently en ough t hat tr doe sn't
affect the overall Illum inanon of
the area.
RA NDOM
ENCOU NTERS
Unlike in most orher part s of
Unde r mo u ntain, t he re are no
rovi ng monsters he re loo king for
1001 and a meal. The Runestone
Level is effec tively sealed from
casual wanderers, and th e on ly
patrolling c reat ures here are rhe
guardians created by Ha laster.
CRYSTALS
The crysta ls wu htn and on l Op
of t he h ill are as strong as sto ne
(hard ness 8, 15 h it point s per inch
of thickness). For rhe purpose of
this adve nture, the gr eet mass of
cr ystals bu ried w ith in the rune-
sto ne h ill is rhc eq uiv alent of
one thousand c rystals. each wuh
hard nes s ~ , 150 h il poi nts, and
SR 20. If the pe s wish 10 destroy
t he ru nestone wi t h br ute fo rce
or by m agic, Ihl.'y can do so, but
it takes a long lim e. It is act ually
caster to destroy I h l' run es rone by
m an ipulatin g its controls to create
a sclf-dcs rruc ttvc e nergy overlo ad
(see below),
NOISE
The power crystals at the top of the
hill co ns tantly crackle wnh energy and occasionally th row (Reflex DC 15 half), Lightning deals 4d6 poin rs of damage
bo lls of arcane fire a nd ligh tn ing toward rhe upper reaches (Reflex DC 15 half).
of t he cavern. The aco usncs of the cavern cause t his no ise
to pe rmeate t he en ure spac e, eq uivale nr to loud surf agai ns t
a cli ff. wh ich impart s a - 5 pe nalt y 10 all Listen chec ks i n
HALASTER'S SPIRIT
Because he d ied here, a fraction of Halasrer's essence perme-
t he cavern.
ales this cavern . From time to lim e, th is essence mantfe srs as
a ghostly image of Halaster,but sometimes it appears only as a
ENERGY BOLTS fragment of a ghost such as a han d, head ,or peu ot feer.These
The crystals at th e top of th e h ill crackle with dange rou s image s echo movements Halasrer took in th is area, walking,
ene rgy. Though rhe PCs are safe if th ey suy on the gro un d standing. flyinR, and so on, and usually ignore guardians and
or the spira l palh up the hill. if is possible for them ro c limb m rrude rs alike. O ccasionally th e ghos t images pause or lurn
to rhe lOp and walk among rhe crystals. Anyone who does so as if they ca n sense th e presence of other creatu res. These
rakes damage from enhe r arca ne fire (60'\;) or a rcan e lig ht- visions are harmless and ca n not be destroyed . (hough you
ning (40%) eac h ro und. Fill' dea ls 2J6 po i nts of fire da mage can use them 10 provide needed hi nls along the way.
caused by ligh tning, and the rubble below is debris from the
ARRIVAL blasts. There is not h ing of interest in the piles of rubble.
Whet her the pes allow Fidelio to sen d them to the Rune-
The spiral path is nearly flar,climbing approximately jo feer
stone Level, or (hey use one of the th ree portals or find a
for each full course aro und the hill . The small cliffsd ividi ng
way 10 bypass rhc statts sha ft, t hey a rr ive i n rhe no rthern
the d ifferem levels of th... path are no more difficu lt to cli mb
antechamber of the ru nesto ne cavern. Read:
than a typical dungeon wall (DC 20). The Ilameskulls are on
the lookour for climbing creatu res, though the y also attack
You arrive in a long cavern with a 30foot ceiling. This
crealUtes walking the path. Set' Encounter 5- 17, Flameskull
cave connec ts with on even larger cave, from which
Patrol (page 208) for more informalion.
emanates a dim , multicolored glow. The far cavern is
noisy, as if/oud waves areconstantly crashing against
cliffs. punctuated by an occasional clap of thunder. RI : STORAGE AND BEDCHAMBER
Directly above you. a JD f oot.diameter tunnel filled This cave looks like it was once a campsite: there are
withpale white light extendsupward. Humanoidfigures dozens offootprints in the light dust, the remnants af
f or above flo at motionless in the light. A f aint circle a smalf woodfire, and a large bed. Four farge extensions
inscribed on thefl ooraround you matches the size and off the main chamber hold crates and chests, many of
placem ent af the ceiling tunnel. which are broken open. The entire area appears to have
been neglectedf or some time.
The circle on the ground merely defines the edge ofth e portal
and is nor a danger 10 the PCs. Any creature that enters a stasis Halasrer created this simple bedchamberand storageareaforhis
shafl is immediately !ult!rmlnJrd, placed in temporal d.ms, use when he was working on the ru nesro ne. AI....'ays paranoid
and preven ted from moving by Ift/italr (no saving th row for l'Vt"n whe n sane, he placed three guardian earth ele rnemal s
all th ree effeC1 s).l f removed from the area (wh ich can be as h... re 10 watch over the supplies and guard him whil... he slept.
simple as lassoing a vict im and pull ing ), the levitation and Th ough the drow and doppelga ngers have long since looted
stasis end but the frrMrtrl UlJ must be cu red by th e normal most of the supplies using hit-and-ru n racncs. fhe elemem als
means. The neares t victim floats mote th an 100 feet above remain hound here and attac k any creatu res who en ter, The
whe re the Pes appear. eleme ntals wail just with in the walls of the large cave using
Th iscave and all others on this level were shaped by magic their ear th glide abililY, listening for activity, and moving to
rather than tools (main ly with disintegrate and donr shape); a surround their opponenrs before cha rging any intruders.
DC 10 Craft (sto ne mason ry), Knowledge (architecture and Tac tical Enco u nter: 5- t5, Elemental Sen t ries (page 204).
engi nl'l'ring), Knowledge (du ngeo nee rm g), or Profession
(miner) check allows a PC 10 realize th is.
R2: LOR E CAVE
This cave is a rough oval shape, adorned with several
RU NESTONE CHAMBER large glowing crystals like the ones on the top of the
This hugecave is dominated by a rocky hillnearly 100 hill. Several parts of the wall bear runes and symbols
feet tall, capped with large glowing crystals. The crystals carved in rows. Four drow study the writing and the
hum with arcane energy. A bolt of lightning arcsfrom crystals. Four bedrolls andthe cold remains ofacampfi re
one ofthe crys tals to the ceiling, knocking loose afew indicate they have been slee ping here.
pieces of stone. The light from the crystals faintly
illuminates the area, providing enough light to see by There are four of the se caves carved into the hi ll. Halaster
but stillleaving many shadows. used them [ 0 access bu ried portions of the runest one. Carv-
A spiral path winds its wayaround the hill, completing ings on t he wall art' messages, written in Draconic and
its looping courseat least three times. You notice at least furt her obscu red by custom symbols of his own devising,
one cavealong the path digging into the side of the hill. Halasrer [efr these notes to rem ind himself of the progress
Flyinggreen fireba lls course through the air aff around he made betwee n debilitanng periods of mad ness. Three
the hm. To lhe lef t is an entrance to a side cave. To the of rhe caves are occ upie d by dro w from the compound; the
right is a pite ofrubble befowajagged hole in the ceiling, four th is unoccupied.
one of several such collapsed areas you can see. T he four d row are researchers tr ying 10 de cip her
Halaster's code so rbey can activate th e runestone. 50 far,
The path and the caves shou ld be enoug h clues 10 po int the they have mel with lilli e success . O ne of the four d row is
Pes toward their destination, though they can explore the actua lly an aranea in d rew form. when they not ice the
rubble or the side cave. The fireballs are flamesku lls th at are PCs, they assume rhe intrude rs are surface dwelle rs (and
tOO small, fast, and distam ro be identified as anything other th us must be destroyed 10 pro tect their in terests here) or
than an imate fire. doppelgangers pretending 10 be surface dwell ers (likewise,
The ceiling in this cave is 140 feet at the center, tapering hUI eve n mo re so) and attack .
10 about 120 f«,t at the edge s. The holes in the ceiling were Tactical En counter: 5-16, Drow Researchers (page 206).
Many of the crystals look like they can be pushed or
R3: fLAMESKULLS turnedin place, andallof them glow with arcane power.
As the fi reballs swoop closer, you see that the}' are
Chalked arrows and comments in f lven script indicate
actuallyflyingskulls surrounded by green flame s. Two
a fe w crys tals in particular.
of them fl y nearby, swooping in patterns as if looking
fo r something- or someone. This is Halaster's control center for the ru nesto ne. which
features a complex array of arcane devices and ongoing spells
Tht> flamesku lls patrol rhe spiral path. attacki ng cre atu res
that man ipu late and focu s the ru nestcne's power for vari-
once they art' no longer on the ground level-c-crearures on the
ous purposes. Using the control system effecrwely requires
parh have limned mobility, making it easy for the flameskulls
a clear u nderst andi ng of arcane magic in general and the
( 0 maimain a safearrack range.This means the Pes might pass
power ofthe run estone in particular. Alth ough it is possible
the flame-sku ll patrols one or more limes withou t incident.
to push buttons unri l someth ing happen s, there is the risk
lead ing them to believe the thi ngs are harml ess.
of dangerous side- effects ro an u nskilled user.The d row and
Becau se rhe flarnesk ulls' rejuvenation ability allows rhe m
doppelgangers are aware of rhe risks and chose to leave the
10 recove r fro m most allem p lS to destroy (hem, the pe s
controls alone un n l rhey have deciphered Halaster's notes.
might encou nter the same group many rimes. However, the
The control system radiates slrong transmutation magic.
flam eskulls are no! program med to hunt down those who
The chalked notes ate wri tten in Undercommon and are
dest royed them , so il is possible fer the pe s TO defeat them
based on the drow's earliest experiments wu h the controls.
once, then hide in one ofthe lore caws without facing another
~Trie d thi s crystal with rhe blue spherical one ,~ ~ Wand goes
arrack from the u ndead crea tures.
be rej,"and "00 not touch" are the only legible comments.
Tactical En counter: 5- 17, Flameskul l Patrol (page 208).
Halasrer cteated a gu ard ian 10 watch over th e ru nestone
cont rols-a stune golem made out of glowing crystal. In
R4: CRYSTA L CONT ROL
addino n 10 normal golem abrlmes , tr also can t ravel through
Thespiraling path comesto an end in a cavedecorated
eart h and stone like an eart h elemen tal,and II norm ally waits
with manysmallcrystals and dozens ofcarved sym bols.
withi n the wall nearby. When creatu res appro ach or use rhe
Among the carvings are several openings, some the
con trol system, il becomes alert, bur it doe s not emerge or
width ofa human thumb, some lorge enoughto plunge
attack u nless th e visitors tr y to dam age the contro l system
a sword blade into, and others looking like they were or cause a misfire when using the device (see below).
designed to hold a ring or some other piece ofjewelry. Tact ical Encou n ren 5- t8, Runesrone Pinnacle {page 21O}.
Halaster is nee ded 10 reactivate th e runesrone if this hap-
pens, and success is not gua ran teed).
To activate th e ru nes ton e, a PC mu st manipula te t he c rys tal
co nt rol s and make a successfu l DC 30 Knowledge (arcana)
c heck. Activa ting t ho.' runestone is a standard ac tion tha t RUNESTONE POWERS
p rovoke s m ac ks of op po rt u nity. Roll d% an d cons u h t he The ru nesto ne has t he follow ing powers, all of whic h func-
table be low to de termi ne wha t happens. tion at caster level 10th . By default, a powe r rakes effecr on the
If so meone in t he pa rty uses YrlJoon'scurseJ medolllioll (see user (o r is ce nte red on the user, if it is a n area effec r) u nless
page 217) in an anempr ro activate th e r unesrone, th at ind i-
vidual receives a bonus o n the Knowl edge (a rcana) check as
d20 Res ult
well as o n th e d% roll 10 de te rmi ne wh at happe ns afte r t he 1 Add 100 gp wor th of charges 10 a charged ma gic item
runes tone is activated . See e ncoun ter 5- 18, page 210, for placed within the controls'
fu rther informatio n. 2 Add a +1 enha nce ment bonus to a no nma gical
masterwork weapo n (2 cha rges)
Check Rand om Nothing Des ired ] Cold blasl (o ne target, lOd6 da ma ge, 100 ft. ra nge,
Result Misfire Effect Happen s ' /foct Reflex DC 15 half. SR yes)
1 01- 75 76-90 91-1 00 " Create .a "osp ofenergy pro t~,t;on augment crystal
2- 19 01-50 51- 75 76- 100 (2 charges) or a ,,}'S!ol of energy oSSQult augme nt
20-29 01-10 11 -25 26- 75 76-100 crystal (see page 216)
lO. 01-10 11~2S 26- 100 5 Creat e a temporary two-way portal fro m here to any
portal destination within Unde rmountain (user 's
Misfire: Th e runestone activa tes, and a randomly de ter- cho ice, po rta l is acnve for on e round, 2 charges)
6 Drain 500 gp worth of charges from a cha rged magic
mined effect occurs. (Roll d 20 and refer to the table below)
item placed within t he controls-
This ou tcome use .. I charge in add itio n TO The cha rge cost of 7 Elect ricit y blast (one target, 1Od6 damage, 100 ft.
the effect. If t he rando m result is im possible, expend anot he r range, Reflex DC 15 half. SR yes)
charge a nd roll for a nothe r random effecr. If th at res ult is 8 Energy drain' (2 ch arges)
i mpossi ble, t hen trea t th is resu lras "not hing happens,"exce pt 9 EthereoljDlln! (2 cha rges)
t hat 2charges are expe nded. If the effect is harmfu l, it always 10 Fire blast (on e target, 10d6 da mage , 100 ft. range,
Refl ex DC 15 half, SR yes)
targets t he use r rat he r than a not he r cre atu re or object . 11 Fox's wn n;ng
Rand om Effec t : The runesrcne acnvares. and a random ly 12 Heo l (2 charges )
de termi ned effect occ urs. (Roll d 20 and refe r 10 the rable 1] Moge arm or
below) Thi s o utco me uses cha rges according to th e COSI of 1" Mind blank (2 c harges)
t he effec r. If th e random effect is impossible, treat th is result 15 Mordenkoinen's disjunction o n ite m placed within tlie
as "nothing happens," and no c harges are expe nd ed. controls' (2 charges )
16 Mordenlcoinen's pril'o!t sonaum (2 charges)
Not hi n g H appens: No effec t occu rs. No c harges a re 17 Nondeftcl ion
expended. ~1 8 Open o r close o ne poria! within Undermountain
Desired Effec t : The runeseone c reates the effect the PC (perm anent until reversed with the runestcne or
is tr yi ng to achie ve (chose n from t he table below th at lists dispe lled, user's choice of portal]!
all the possible effects), 19 Self-dest ruct (S charges)
20 Sense the locatio n, destinatio n, a nd key to all po rtals
on o ne level of Undermountain (user 's choice)
Magic Items contain t'lwrg k's :digneJ to rhe arca ne resonance
of th e runesrone crysta ls. w hen placed within the control 1: Any add itional charges that would exceed the
system, such objec ts give the user a bonus to checks made to Item's maximum poss ible number of charges are
acti vate the runestone (a nywhe re from +1 to +5, de pending lost.
on t he ite m). The item is not consumed whe n used in th is 2: If a single charge is worth less than 500 gp, this
manne r; it fu nctio ns as a focu s does for a speltcaster. Up to power has no effect and no charge is expend ed .
3: For every four negati ve levels the target acqu ires
t hree item s can be used in th is way at th e same ti me. Weap- with this effect , the rune stcne gain s 1 c ha rge.
ons a nd ri ngs provide a bo nus equal to thei r e nhance men t 4: For every 5,000 gp value of t he mag ic item d rained ,
bon us (a +1longsword provides a +1 bonus, for example). Wan ds the rune-sto ne gains 1 charge .
and ot he r Item s wi thout a n obviou s bonus provide a bo nus 5: Once t he PCs learn how to do t his, they ca n use
based on th e level of rhe arc a ne caster needed 10 create it, as t he runestone to bolster a nd sta bilize t he wards
follows: ISI- .u h. +1; s rh-ar h, +2; sr h- t zrh , +3; rnh- rsrh. and Iraps Ihal Halast er put in place to keep the
Twis ted Rune o ut of Und ermoun tain. Doing this
+4; 17t h o r hig her, +5. costs 25 c harges. Once t his is do ne, the run estcn e
Th e runeston e has 1d20+ 30charges remaini ng when t he is no longer necessary for the st ability of these
PCs arr ive. It slowly bleed s magic overtime without Hal asrer defen ses. a nd if the PCs des troy it, hand il over 10
to artu ne and foc us it, harmlessly losi ng I ch arge eve ry day. someone else, or let it run out of charges, the
As lo ng as it has at lea..t I c harge rem ain ing, it is still fu nc- Twisted Rune is still barred from enteri ng a ny of
tio nal. Once its c harges reac h 0, it beco mes inert w ith o nly t he d ungeon levels. The doom t hat Halaste r WiS
trymg 10 prevent remains.a myster y for some
th e po tential for great power (a master spe llcast e r suc h as fut ure adve ntu re.
the user is anempu ng todirect the effect to ano ther targel. All
effec ts d rain l charge from the runeston e u nless o rbe r w tse
O f course, wnh rhe drow OUi of the way, the Twisted Ru ne
speci fied; if the ru nestone has insufficient cha rges to activare
wou ld love to use thi s moment to take con tro l of the ru ne -
th e l'ffl'ct, treat the re sult as "noth ing h appe ns."
stone. To th is end, the liches have focused th eir power and
fou nd a weak Spol in th e barr iers that prot t"C1 Underrnounrain
RU NESTONE AFTE RMATH from them . Not yet will ing to send rhelr strongest troops,
Once rhe Pes gain co nt rol of the r un esto ne, the ea sies t rhev orde r a young vampire named Xed ac and his pack of
op tions for th em are ro destroy it or turn it over to th e d row gho uls and ghasts 10 irwev tiga re. Fotrunat ely for x edac. the
or doppelgangers. If thl'y hand it over to rhe d rew, H ouse spell works, and he and h is pack arr ive safely.
Tanor'Tbal beg in s to dominate Skullport and expa nds its W hen Xcdsc arrives, the encoun ter can take place
territory within UnJ l'rmountain . If they hand it ove r to an ywhere on the Runestone Level. Given the size of the
the dop pe lgan gers, Ihe doppelgan gers gain en oug h power r u nesro ne cave and all th e no ise with in that place, it mig ht
10 esrabltsh the mselves as infor malion brokers anJ tr aders be seve ral m inutes be t ween his arri val and whe n he actu ally
in m inor magic. If rhe r c s tu rn conrrol ofit over to another mee ts the PCs.
group (wh ich may be a group in rhe city above orsome o t he r Tactical E ncounter: 5- 19, Xed ac's Zealo ts (page 2 1 2~
orgamzano n to which rhe Pes belo ng ),each PC gels a story If Ihe pe s des troy the runes tone without repairmg the
award of 500 XP. wards , the magic protecting Underrnountain eventually fails.
If the Pes keep the ru nesto ne for t heir own use, the y do and the Twisted Rune beg ins to infiltrate and lake over the
not gel a sfory award XP- the powe rs of the ru nes rone are dungeo n. Th is will take many years- bu t the hches have
reward enoug h. nothi ng if nor nrn e.
So, what was the doom th ai H alaster foresaw and tried Th is same th ing happen s if the PCs allow the d row or the
so h ard 10 defen d agains e We leave tha i myste ry for DMs doppelgangers to controlrhe runesrone. Event ually the wards
to det ermine, sin ce th l'y know bes t what might be a true fail. and the Twisted Rune beg ins to mak e its move. The on ly
and terrible threat for the-ir campaig n. Check our th e way to prevent thi s is for th e PCs 10 turn over th e runes rone
upco mi ng Elder [ vrll supp lemen t for ideas th at may inspire to officia ls in th e city above, who then search for a wizard
a follow-up adventu re 10 th e event s that rook place in of Hala srer's calibe r to fig ure out how 10 best use the arcane
Underrnou nram. power as il was intended 10 be used . o fcou rse, rbe doom th at
so frightened Halasrer remains a mystery- for now.
Any drow th at is. t ngaged by 3. melee-usi ng PC before
he can act drops hiScrossbow and draws his rapier. After ....., .-
firing (or otherwise dropping ) thei r hand crossbows, the
drew guards swit ch to their rapiers to complete rhe battle
up closeand personal "
If the pe s. are carryi ng lights or use light spells to blind
,. the draw, the draw use their dar/me» spell-like ability to
location ccntams living space for th e drow fighters " i extinguish the light. If any PCs use blur, invisibIlity, or
ch arged wuh protecting th e pneste sses. ~Whenever t~ ~ - adler effect"s that are negated by facrir fire, the drow use'"
PCs approach one of these areaf, u se this encounter <;on-rI ~ -die-ir fame fire spell-li ke abiltty to mark th ese creatures
versely, these are the \ ame kt rid of drow that pat rol the and negate the advant age ~ r ~< ..
co~rld ~ of th e comf'ou nd, so this encounter. might be _ .Itt.he drow become aware -of the app roaching PCs before
' i,, ,.,;.us eJ for suc h purposes as well. .f!'l' . ". ± .:0 they arnve, all four of the m use t,helt Ky() crystalsof mJrYor
_ ' ~ , . .I.". 'll 5'~ nnagc to con fuse th e PCs Bec ause ofthe distraction ofthe
DROW RE L~X ED _ , _- _ • ~, mirrorimagesa~d thet'Y0drowin th~ ~eD(er ofth,e room.
If h PC h~ d ~ uh h dr
I ' J" PCs m ay not notice the other drow waltmg to th e side,l1l e
the, scan rea ~ h· guh" dpost; Wlt ot1lta ed",odglt e r,ow ' d row use thiS position ing and the con fusion -about how
to t elrprtsenc.e,t ent e toV{:lre re axe an oun gm g ..t r .. . _ _ ..
I~
t ,
2 LARCE MONSTROUS SPIDERS
hp 22 each (4 H O)
" CR4 3 MEDIUM MONSTROUS SPfDERS
hp 11 each (2 HD)
CR3
,
many oftbem are in the room to team up and attac k one PC you want to send reinfOrce ments to bols ter defenses in a
at a time, m oving to flanki ng position s if at all possfble. '" part icul ar . loc at io n, drew pa trols can be rallied ( 0 arrive
Th esedrow guards a re trainedro Work togeth er. Therean ewry Id4 +1 rounds un til all of th e possible drow guarde
badi' short ord ers th,1I carry exrerisive meaning(a three-"von:t havebeen exhausted. The co mpound co ntai ns four guanls
phrase m ight -~ n.;c(JV(' r th is ereand make sure he do esn't in eac h guardpost at any given time, as well as an additi6 n31
cast my more s:peUsl . a nd Uxoy use intelligent tactics such twelve guards pat rolling th e compo~n pa in.
as flan king ro whittle down Their opponents. A drow patrol co nsistlj oftwo 2nJ-Ie\l('Tdrow fighters (3
shown in thi!; encounterr and either t WO Large monstrous
spi ders (4Q%.) o r three Med ium mo nst rou s spiders (60%).
DRO PATROL
Tbe~ d rOware the sa me as the dTOW pat rols t hat cons tantly
sw~p th col;lglithe co mpound ; Wben you need a patri;!-to
Statistics for the monSUQUS sp iders aft' provided in Ih is
encoum er p rese menon.
.
I
.
U ~ as a n encou nter anywhe re< in t he com
•
pound , whenor
•
~
•.
F\ · ,
u~6w ·
• • .' -:, .... - to: .
• "-C '" spidc-r(limb before th pe s arrive.They climb 20 feet up the
' ... web wall s ou t of sight. W he n th e PGSenter t he apparently
Use this ladical encou nkr with _ -empt y chamber, t h~ spiritulIltvt'apollS and conjured swarms ""
page 187"
. !'
""...,;;.".;,c·,..~.,,\. . ""'-"- ~
.
.-
~
~
.F'"' soften up th e PCs whilethe clerics hide in relative safety,
1an
" casti ng dispel magic d silence (neither of wh ich requires
Thi s is o ne of t wo larg e rooms subdivided into a large o pen- ~ a focus or material co mpo ne nt s, and therefore can be cast
area and two sma ller bed room s separated from t he main .'" by'som eo ne under the effect of a spider dimb spe ll) on t he
atea by web walls. - f PCs to an noy arid confuse them. The priestesses emergt'
When t he pe s apptoach this chamber, read: 2iiL~,. from hiding for a direct con frontation when t heir spiritual
" ~.,.;.;~ wcapon spe lls end .
Twafemale draw stana beforea statue of the •
C\:;;i;:;;,,~~SRider Quee n, and they grin evillY- as they notue-
;,4 ' ....
yourapptoach. '"'
• 2 DROW PRIESTESSES eRG
hp 22 each (5 HD)
TACTICS , .0 o
Female drew cle ric 5
Wards in tile corr idors leading upto thi ~ chamber alert the
CE Mediu m humano id (elf)
d row priestesses t hat creatures ot her than drow, aranea , or . Init +5; Senses darkvision 120 ft ,; Listen +9, Spot +8
spide rs are approaching.This gives eac h of the m a ch ance l anguages Common, Drow Sign l angua ge, Elven,
to cast spider climb o n he rself and place a glyph ofwarding Undercornmcn
on th e floor before the pes amve. Once combat begins, AC 17, tou ch 12, flat-footed 16
the priestesses follow th is 'p at tern : . • Immun e mag ic sleep effects
!
!!::::=~R ;,ou n d 1: One of t he clerics casts 5ummon ~twrm (spider SR 16 l
swarm.) on an area occupied by a spellcaster PC, catc hing ~ Fort +5, Ref +5, Will +8 (+2 agains t spells, spell-like
an addi tional character in the In-foot space of t he conjured abilities, and other e nchantments)
swarm if possible. The other cleric casts spirihwl weapon Weakness light blindness
and sends it toward a melee-oriented character. _ Speed 20 ft. (4 squa res)
--i- Round 2: Th e first cle ric stops concentrati ng on the Melee mwk da gger +3 (ld4 - 1j19-20)
swarm (so its du ration per sists for on ly 2 more rounds) Space 5 It.: Rea ch 5 ft.
and casts hold person on the target of th e spiritualweapon, Base Atk +3; Grp +2
The second cleric casts ·,Hence on the ground nex t to a PC Special Act ion s rebu ke or comm and s piders 6jda y (+5,
spellcaster (preferably a cleric)., _ .~ 2d6+8 ,5th)
Combat Gear Kyo crysta l of cure moderate wounds
Round 3: The first cleri c casts suggestiolt on a rion-spcll-.
Cleric Spells Prepared (Cl Sth]:
casting PC who looks mort' like a rogue th an a fighter~ 3rd- dispel magic, inflict serious wounds (DC 16), sugges-
" sugg~sting (in Common) t hat he or she "climb the web tion o (DC 16)
wall so you have a heigh ! adva nt age ."Since the web frdl1s - 2nd - cure moderate wounds, hold person (DC 15), spiri-
are sticky (see Tactic al Map Detai ls for Informanons, t he tual weapon (dagger) , sum m on swarm D
ch arac ter will probably.sti ck to it , ~ lst-command (DC 14), cure light wound s, doom (DC
After round 3, the clerics t ry using dispelmagir to disrupt 14), sanctuary (DC 14), spiderdim b D
ongoing PC spell effects ,and doom and command to wea ken O-cure minor wounds (3), detect m agic, read ma gic
and scatter t he-,pe s, They might also s~ltCh roles (w it h D: Doma in spell. Deity: Lolrh. Do mains: Drew, Spide r.
t he second cleric casting summolt'5Wllrm and the first one Spell-Like Abilities (Cl 5t h):
casting spiritual wel1pon, for example). If a cleric is badly
1jday-dancing lights, darkness, f aeriefi re , .
hu rt, she eit he r immediately casts CUrf modna(e twunds on - Abilitie s Str 8, Dex 12, Co n 10, Int 15, Wis 16, Cha 16
herselfor casts sanduary and t hen uses cure spells and her . Feat s Combat Casting, Improved Initiative . Lightning - ~
Reflexes !
Kyo Crystll! on her next turns." ~ ,
Skills Climb ·4, Concent ration +8, Intimidate +5,
If th~ d row priestesses ever feel particularly t hreatened, Knowled ge (religio.n) +8, li ste n +9, Sea rch +4, Spot +8
one ofthem rushes over to strike tht' spide r-shape d gong, Possessions combat gear plus maste rwork breastp late,
This alarm draws ~ d raw pat rol (see th e pr eceding encoun- ' masterwork dagger, ring of protection +1, cloa k of
te r)in 1d4+1 rounds, ~ resista nce +1, 300 gp,
If the priestesses are awart: of Intruders in t he com- Light Blindness (E ~l Abrupt expo s ure to bright light (su ch
pound , alt ernate tactics m-ight be s alledJ or. In)his case, as sunli ght or a daylight s pell) blinds drow for 1 round ,
th e priestes,ses cast 5p ir~!ual 'tt'eajNll," 5ummon silli/rm, a~d ' - In add ition, they take a l..1 circumsta nce penalt y o n
att ack rolls, saves, and checks when in bright light.
TREASURE ' : ' ~
After the pes defea t th e drowclcncs, th ey can examinii th e
chamber. Th ree distin ct locations aroun d the room nllighr
-I
Each s~etion ofthe room walled ~\f~y webs for th~ use oflh~
clerics.as personal space contains a chest fortheU'Personal
belongings.Am ong the item s i n each chest are 175 gp , gems
worth 600 gp, and one of these p ersonal magic Items a +3
be of interest to the characters. Remember that the glyjlhs of
dagger, a daggerofvenom, a ring of mirior energy resistance, anJ -'O-
wardingon th e floor wi ll still po se a danger if the pe s di dn't
set them off during th e bat tle._ i'- -
The statue ofthe Spider Queen on the west wellfeaiures
I ,
-of a cloak ofChari,ma +3.
- . \
Rou nd 4:Luk'Tharln strikes the gong,A drew patrol will
arrive-in td 4+1 round s to aid the priestess (see encounter
5- 10 fo r J etails):- -, .
. Round 5:1.t k'Tharin c asts hold person on a Pc. "
Encounter Level s The four drow guards attac k any su rface-d wellers who
polgr IS7. -.
•
USt this l.utica! tncoun'er lUffh th e roo", drscriptiDn on
co me here, always keepi ng o ne eye o n the slaves to make
su re that none of them get any ideas. A drew guard moves
to str ike the sp ide r gong aft er a round or two of co mbat.
• Ifsuccessfu l, a drow patrol (see e nco unter 5-10) ar rives in
Thi& chamber houses an underground farm . Four drew Id4+1 rounds to ans wer the alarm.
slevemasters. four doppelganger prisoners, and a dozen
goblin slaves curre ntly occupy the area. A spider gong TACTICS -
stands beside each well, on boeh sides of th e Cham_~"'~,~.,~;; If the PCs are using light, one drew uses his larimtiS spell-
wht>n th e PCs enter the area, readr ..;
like<Ibility to-dampen the light in the area and another uses
fn trlt firr to illum inate somcopf the PCs, negating the pas-
Drow pards tum as you approach, drawing their sibilityoCthose ~s taking ;advantage of the miss chance
vcapons. from ccrcealmenr. Otbers use their Kyocrystal of mIrror
Imi1gf on tbem selves and arrack with crossbow and rapier.
Have rhe PCs make DC 20 Spot checks. Anyone woo sue-
ceeds also SN"S the following."Read;
4 DROW S LAYERS CR 5
hp 25 eilleh (4 HD)
A nurnbcrof spindly, palMkinntd slavrs sum to
shift and mdt, and now theyappear to be sad- Drow fighter 4
CE Medium humanoid (elf)
looking hutMtl s dressed in rags. Init +]; Senses dill rkvision 120 ft.; listen -+6, Spot +8
languilges Common, Draw Sign l a nguage, Erve n.
Unde rcommo n
DETAILS J
Thi s mush room farm provi des mo sr of th e food for the AC 19, to uch 13, flilt·footed 16
Immun e magic sleep effects
slaws an d bland fa re forthe d row to supple me nt the more
SR 15
en richi ng and savory foods bro ught from Sk ullpon , Kar-
Fort -+3, Ref +4, wiIl -+1 (+2 agains t spells, s pell-like
soluthtyl,or t he nea rhr mi noraurs. The goblin slaves work abilities, and other enchantments)
the (ar m watermg, fen ilizing, and harvesting mush room s Weakness light blindness
in various pa rts of th e ch ambe r. The gobli ns ignore any
Speed ] 0 ft. (6 squares)
int ruders and flee if attacked. Th ey are not ch ained'an d Melee mwk rapier -+9 (ld6+]/18-20)
are dressed i n dir ty tunICS. Ranged mwk ha nd crossbow +8 (ld 4fl 9-20 plus poison)
The four spindly creatu res art"the captu red doppelgan'g- Space 5 ft.: Reilch 5 ft.
ers from Lecel z. Th e doppelgangers are manacled (O pe n Base Atk +4; Grp +5
Lock DC 20), and each manacle is connected to the ot her Atk Options poiso n (drow poison , Fort DC 13, uncon sciou s
one in thl' pair by a z-Ioo r le ngth ofch ain, forc in g t heAop- 1 minute/unco nscious 2d4 hou rs)
pelgangers to'assume a hu nched posi tion. The m anacles are Combat Gear ] doses drow s leep poison , Kyo crysta l of
tight enoug h that the shapesbtfrere cannot escape tohem, cure mo dera te wounds , Kyo crystal of mirror image
and they have been forced to work as farm-slaves for some Spell. like Abilities (el 4th);
ljday dancing lighls, darkness, faerie fire
ti me. Because of their hobbling, their speed is reduced
to 5 feet, and they are almost help less in. combat (-4 on Abilities Str 12, Dex 16, Con 9, lnt 11 , Wis 10, Cha 10
attack rolls, - 4 to Dexterity, AC reduced by 4, canno t ru n Feats Blind.Fight l , Weapon Finesse l , Weapon Focus
(rilpier), Weapon Specialization (rapie r)
a t charge). lbe}' do not par ticipa te in a battle against the
Skills Listen +6, Searc h +2, Spot -+8 .~.
draw un less ttlocks lik e the draw ate abo ur to lose. Upon Posses sions com bat gea r plus +1 choin shirt, masterwork
nortc tng the PCs, th e doppe lgangers ass ume h uman form buckler, maste rwork ra pier, masterwork hand crossbow
in an atte mpt to win sympathy, si nce they hope the PCs with 50 bolts, 100 gp
didn't notice t hei r true appeara nce and do not know the Ught Blindness (Ex) Abrupt exposure to bright light (such
PCs might be' here loo king spt"CHically for t hem. as s unlight o r iI daylight spell) blinds d ra w for 1 round.
In i1ddi tion, they take a - 1 circumstance pena lty on
attac k rolls, saves, and checks whe n in bright light .
,
•
• ' _t ~
The gua rds are accustomed to worki ng togeth er, can bark
I
shor t orders th at carry extensive mean ing (3 lhree-~vord
FIDELIO REMIN DER
By th e time the PCs finish with the drowslavers, t ey should
phrase m igh t me an "cover th is one and make sure he doe sn't
be rea dy for anot her me et ing w it h the ghost of Fidelio. See
cast any more spells"), and use intelligent tactics suc h as page 161 (or details on the qu esi st hat Fi.deHo want s the PCs
flan king to wh ittle dow n rhetr oppo nen rs. t to accomplish for him, as well as for i n forma tion on the help
th e ghost can provide as lon g as the PCs cooperate. I f th ey
DEVELO PMENT
If il looks like th e Pes are going to win , t~ hobbled'dop-
I do n't cooperate, the ghost has ways of making them regret
th ei r decision not to aid h im.
pelgan gers :1I13Ck the drow Because of their ~onds, t heir "'. ..... .I
comb at ability is- ver y limited. and they are on ly able I()
in terfere with the drow rather than ha rming them; the drow
get a - 2 pe na lty on att ack. rolls be cause of th is Interfere-nce.
Th e gobli ns do not h elp~either side .
•
THE WELLS . ,- _
A well stands on etch side of th e chambe r. The drow guards
freely drink from ,heR wells, btl! the goblin slaves need
permission before they use them to satisfy their thirst. The
gobl in s also regularly ea rry'b utkets of water to irrigate the
patches of mu shrooms.
The se wellsda te b ack to long before th e drew took co ntrol
of this co mpo und. Each well is 10 fc.-et de-ep and filled with
pun' water. If The' Pes search the wellsand ma ke a DC 25
Search check, they discover some thing hidden at the bottom
of the well in the east section of the cave. .
ATthe bottom of The well, beneath a loo se Slone, fh~ . PCs
find asecrer compan me m. Inside th is compartment , they
di scover an item wrapped in oilcloth. Th e item is a +2 1101y
Wcahlt'orJ that was bidden long ago bythe d~'a~ ofUnder-
"mou ntain .
. CONCLUSION ••
nee the d row are defea ted , the now-d isguised d(Jppel~
gange:t:s beg to be relc ased.H rbe res say they are here i+
to r{'sclle Ihe doppelgangers, the sha pes ht fters assume
th eir normal forms, apologize for the de cep tion, "and
,
ask for the PCs to free and feed them... O nce they have -
rest ed a bit, the do ppe lgange rs say they can make-
th eir own way back to Levclz (they m ake no mention -
of th e Runeston e Level and feign Ignor anc e when
asked about it ). ~
The gob lin slaws conrlnire to wo rk unl ess told to
stop. Th ey know other drow wiU arrive eventua lly,
and th ose drow wi ll be angry if the slaves took this
in terru ption as an opportuni ty to rest. Noth ing can I
convince these goblins that tliey arefreec-bcm into J
slavery, they can not imagine life wirham it . _ •
The res receive a sto ry award of 500 Xp each for
fre eing th e doppelgange r prisoners.
OLTH EMPLE
Enco u nte r Level m 2 DRaW PR I ESTESS ES CR 6
h p 22 ea ch (5 HO)
Usr lhis tadiclll enrounter with Iht room ·dt scn plWtl 0 11 Fem ale draw cle ric 5
page 1S7. • CE Me diu m hum ano id (elf)
lnit +5; Se ns es dar kvision 120 ft.: Listen +9, Spot +8
n IS tem ple, J ed icllted to-Lolth the Sp idt."r Q ueen, is occu- Languages Com mon, Dre w Sign Language, Elven,
pied by two drow priestesses and an ara nea sorcerer wh en ,. Und ercom m o n
th e PCs arrive. The aranca appears in her hybrid form (a AC 17, to uch 12, flat -footed 16
humanoid with spldedlke tnlits) so th,a( she can cast spells Im m une mag ic sleep effects
and sti ll USE' her webs and poison. ~ SR 16
W hen the PCs enter the templ e, re..d: Fort +5, Ref +5, Will +8 (+2 a gains t s pe lls, s pell-like
ab ilitie s , and oth er enchantment s)
We akness light blindness
~dfn1)' a ~lall e¥ ofstickywebs rains outof t e
Speed 20 ft . (4 sq uares]
darJUlt'SS, I1nd you-ran hear whisptted chanting Melee rnw k dagger +3 (l d4 .1/19-20)
from somewheredeeper in the (h a m be~ Space 5 fl .; Reach 5 ft .
Base Atk +3; Grp +2
Combat Ge ar Kyo cryst al o f cu re m od erat e wo un ds
Cle ric Spe lls Prepa red (CL 5th):
SP ID ER SWARM (SUMMON ED) CR 1 3rd- bestow curse (DC 16), cure serio us wounds, sugges-
hp 9 (2 HD) tion D (DC 16)
N Di m inutive verm in (swa rm) 2nd-cure m oderate wounds, hold person (DC 15), spiri-
Init +3; Sen ses da rkvision 120 ft ., tremc rsense 30 It.; tllo/ weopon (da gger), sum mon sworm l>
li sten +4, Spot +4 l st- couse/ eor (DC 14), command (DC 14), cloak of
AC 17, tou ch 17, flat-foo ted 14 dork power' (see pag e 218), cure light woun ds, doom
Immu ne wea pon d.lm ilge (DC 14) -
Fort +3, Ref .3, Will +0 O-creole water, cure minor wounds, deuit mogic,
Weakneu fire att acks mending, reod magic
A lit torch swung as an im provised weapon al a swarm 0 : Doma in s pell. Deity : Lo lth . Domains , Drow , Spider
deal s 1d 3 po ints of fire dama ge per hit. A weapon with a Spell -Like Abilities (CL 5th ):
s pecial ability s uch as naming or fros l deals its full ene rgy l /day-dancing lights, darkness.foerie fire
damage with each hit, even if the weapon's normal • Abilittes Str 8 , Dex 12, Con 10, Int 15, Wis 16, Cha 16
dam age can't affect the swarm. A lit lantern can be used Fe ats Com bat Casting , Improved In itiative, Lightn ing
as a thrown weapon, dea ling Idol poin ts of fire dam age to Re ne xes·
all creatures in sq ua res adjace nt to where it breaks . Skills Concentrat ion +8 , Intim idate +5, Knowledg e
Speed 20 ft. (4 squa res) , clim b 20 ft . (4 squa res ) (rel igio n) +8 , Liste n +9, Sea rch +4, Spot +8
Melee swarm (l d 6 plus po iso n) Posse ssions m as te rwo rk breas t plate, ma st er wo rk dagge r,
Space 5 ft .; Re ach 0 ft. ring of prote ct io n +1, cloak of res istance +1, 348 gp
Base Atll" +' ; Grp - Light Blindne ss (Ex) Abrup t exposure to br ight light (su ch
Atll" Options d istract ion , po ison (inju ry, Fort DC 11, ld3 a s su nligh t o r a da y/ighl spelJ) blinds d row fo r 1 rou nd .
St r/ 1d3Str) In addit ion , th ey ta ke a - 1 circums tance penalty o n
Abilitie s Str 1, Dex 17, Con 10 , Int , Wis 10, Cha 2 att ack ro lls , saves, and che cks whe n in brigh t lighl .
SQ swarm tr aits , verm in tra it s
Skills Climb +11, Listen +4, Spot +4
Dist raction {Exl Any living creature t hat beg ins its turn
DETAI LS '• .
with a sp ider swarm in its s pac e mu st succeed on a Beyond the statues , a wide but shallow pool of wate)" is
DC 11 Fortitud e s ave o r be nau s eat ed fo r 1 ro un d . used for sacred ritu als and the creation-of un holy witer.
Skills A s pid er swar m has a +4 rac ial bo nus on Hide an d The western section of t he chamber conta ins five statues
Spot checks and a +8 racia l bon us on Clim b ch ec ks . o f honored hi gh pnesresses from the d row city of Kah o-
It u ses its De xte rity mo difier ins tead o f it s Stren gth luthiyl, including th~ matron mother. An arched doorway
m od ifier for Climb checks . It ca n a lways choos e to covere d by a cu min of spide r sil k cloth leads to a sma ller
t ake 10 on a Climb chec k, eve n if ru shed o r c hamher domi nated by a large statue of Lolth. ln this sculp-
t hreatened . tu re, th e Spide r Queen appears in spider form, attended
Swar m Tra its A sp ider swarm dea ls 1d6 po int s of by several o f he r demon han dmaidens.
d ama ge to any creatu re with in its space at the en d of
Two priestesses and 014 aranea move abou t the Urger
its move. To at tack, it moves into a creature's sq uare ,
which provoke s attacks of opport un ity. i hamoer, prayi ng and pt'rform ing religious rituals wh ile
also gua rding th e portal thai wails through (he southern
ARANEA " B LESSED ON E"
hp 44 (3dlO+6, 5d 4+10 HD)
CR 9
r
Skills Climb +12, Concentration +10, Escape Artist +6, Jump +5,
Knowledge (religion) +4. Listen +3, Spellcraft +5, Spot +9
Female arane a sorce rer 5 Pos ses s io ns bracers of armo r +1, cloak o f res ista nce +1
CE Medium m agical be ast (sha pech ange r) Cha nge Sha pe (Su) An aranea's natura l form is that of a
Init +7; Sense s dark vtsicn 60 It., low-light visio n; Lis te n + 3, Med ium monstrous spider. It can assume two other form s .
Spot +5 The first is a unique Small o r Med ium humanoid; an aranea
Lan gu ages Com mo n, Sylvan, Unde rco m mo n in its humanoid form always assu mes the same appea rance
AC 15, tou ch 13, flat-foot ed 12 and traits , mu ch as a lycan th rope wou ld. In humanoid
Fort +6, Ref +7, Will +8 form, an aranea ca nnot use its bite attack, webs, or po ison.
The second form is a Med ium spide r-huma noid hybrid . In
Speed 30 ft. (6 squ ares) , climb 25 ft. (5 squares )
hybrid fo rm, an aranea looks like a Medium humanoid at
Melee bite +7 (ld6 plus po ison )
first gla nce , but a DC 18 Spot chec k reveals the creature's
Ranged web +7 (enta ngle)
fan gs an d s pinnerets . The ,lI ranea reta ins its bite attack,
Space 5 ft .; Rea ch 5 ft.
web s , and poison in this form, and can also wie ld weapons
Base Atll. +4; Crp +4
o r wear ,lIrmor. When in hybrid form , an aranea's speed is
Atll. Options web , poison (Fort DC 13, 1d 6 Str/ 2d6 Str)
30 feet (6 squ,llres). An aranea remains in o ne for m until it
or
Com bat Cear Kyo crystal cu re m od erate wounds
chooses to ass ume a new one. A ch ange in for m ca nnot be
Sorcerer Spells Known (CL Sthl:
dis pe lled, nor dot'S an ,lI rane,ll reve rt to its natura l for m
2nd (3/day)-inl'isibilitjl, Tosho's hideous Ioughter*
when killed . A true seeing spe ll, howeve r, revea ls its natu ral
(DC 14)
form if it is in hum anoid or hybrid form .
lst (S/ d aYI-chorm person (DC 13), color sproy (DC B),
Web (EI} ln spider or hyb rid form , an aranea ca n throw a
t:lf~ditiou s retreat , shield
web up to six t im es per d ay. Th is is sim ilar to an attack
o (6/daYI-dozt: (DC 12), det ect mogic, moge hond, m end-
with a net but hu a m aximum " lOge of 50 feet, with a
ing, meswge, read mogie
ra nge inc rem en t of 10 feet , a nd is effective aga inst
.. The re is no penalty to the DC whe n t he araeea cast s t he
t arget s of up to La rge size . The web anch o rs the target in
s pell on hu m anoids.
place, allowing no movement .
Abilities Str 11 , DeI 16, Co n '4 , Int 14, Wis 13, Cha 14 Skills An aran ea ha s a +8 racia l bon us on Climb che cks and
SQ chan ge sh a pe ca n always choose to la ke 10 on a Climb ch eck , even if
Feat s Im proved Init iat ive , Iro n Willi, Weapon Finesse rU,sh ed o r threatened wh ile clim bing.
,
Round t : Ara nt' i th rows a web at a PC. O ne cleric casts
hold rt riOn, the other HlInmOI1 swarm.
Round 2: Aranea caslsth" r", persone n a PC and 8~ ks the
PC to wa it by the pool until th is "d iscus siq n" ends . One cleric
ca sts surnrnol1 swoym, t he. ot he r casts srir~ljl ar "'taroK.
TACTICS ;P;~~l ; Rou nd 3: Aranea casts color spmy, pre ferabl y o n two or more
• ' . - Pes in dose proximiry. clencs cast hold pt'NlIJ and sUggt'slivn.
Ward s) n th corriJors leading up to this chamber aler!~ the . der 0 f t h e com b at, t h e tree
For I h e remain h devo tees 0 f
d row p r les!t'sse s thai c re atu res o ther tha n drow, aranea:-or
spiders are appr . itch in g. This <fives the aranea a c ha l1'~ to
Lohh us e t heir spells 10 div ide, bind , control, and scatter
'
,he
• pes, [oHowing up with spin l ull l llJe llpon attacks and melee
cast lhield on ht'fse lf and il1v1libi lity on the-draw berOf{~ th e- .
pes arri ve. O nce combat begins, the drow u-~e fa.: rit fi.f~ on combat on h elpless or bound foes. The cleric s fight to tb e
. death, but if things look bad the aranea cast s invi5ibrllty on
the pes and follow th is palfern:
herself and tries to flee rhc temple.
E TA T IE
•
Encounter Level m 3 LARCE EARTH ElEMENTAlS CR 5
hp 68 each (8 HD); DR 5/-
Use Ini, factual tncounter wlln the rllOm dCiCnpliotl 011 N Large elemental (earth)
page 190. Init - 1; Sen ses darkvision 60 f1.; Li sten +6, Spot +5
AC 18, touch 8, flat-footed 18
Three ('arch elernen taiaguard t hi~ storage area and sleep- Fort +1 0, Ref +1, Will +2
ing place onc e used by H alaster the Mad Mage. After rhe Speed 20 fl. (4 sq uares) ; e arth gbde
Pes enter to explore this side cave or to check ou t th e Melee 2 slams +12 each (2d8+7)
scatte red crates and chests. read: Space 10 ft.; Reach 10 ft.
Base Atl! +6; Crp +17
A large, vagutly hum anola creaturethat appears Atk Options Power Atta ck, Cleave, Great Cleave
to be made ofearlh and rock pushes jree of the Spec ial Actions earth maste ry. push
"iStane tUalJ and razks its hammerlike fis ts Abilities Str 25. Dex 8, Can 19, lnt 6, Wis 11, Cha 11
SQ elementallraits
menacingly. Around thedianwer, fwc cther Feats Cleave. Great Cleave, Power Attack
similar forms emerge from the walls, t alh Skills Listen +6. Spot +5
conwrging on your locafilm . Earth Glide (Ex) An earth elem ental can glide through
DETAILS
• •
s tone, dirt , or almost any ot her so rt of earth exce pt
metal as eas ily as a fish swims through water. Its
H alasrer Inu-ndcd the elemenrals to be a pe rma nen t burrowing leaves behind no tunn el or hole, nor doe s it
create any ripple or other signs of its presence . A move
fixture in thi s cave. Th e magic he pu t in place long ago
earth spell cast on an area containi ng a burrowing earth
ensu res that if any of the elemental, are des troyed , the y elemental flings the elementa l back 30 fr et, stunn ing
reform in on e week , as good as new and ready to res u me the creat ure for 1 rou nd unless it succeeds on a DC 15
their dunes. Fortitude save.
Footprints il] the roc ky soil show tha t a number ofdif- Earth Mastery lEx) An earth elemental gains a +1 bonus on
ferent crea tures have passed th rou gh the chamber recently, attack and damage rolls if both it and its foe are
includi ng drow, aran ea (leaving drowlfke tracks in hy brid touching the groun d. If an oppon ent is airbo rne or
or hum anoid fonn and spiderlike tracks in arachnid for m), waterborne, the elemental ta kes a -4 penalty on attack
dop pelgangers, an d earth elem enrals (wh ich have a drag- and damage rolls. (These mod ifiers are not included in
ging gai r). ,
the stens ucs block.)
Push lEx} An earth elemen tal can slart a bull rush
. A DC I S Su rvival c!wck lets a PC recogn ize th e gen-
mane uver witho ut provoking attacks of opport unity.
eral ident ity of eac h kind of tra ck (~eI C "bug-mons ter," The comb at mod ifiers given in Earth Mastery, above,
"humanoid: and "rock mons ter," respe cnvely). If the PC also apply to the elem enta l's op posed Strength checks.
has 'the Track Ieat, he or she can determi ne that th e rocky Elemental Traits Immu ne to poison, sleep, paralysis. and
track:; lead to rlie wa lis, th £" mh('r tracks lead in and ou t of stunn ing: not s ubject to cr tttca l hits or flanking: ca nnot
the room, and all trac ks overlap each other many titJtt's. If be raised or res urrected (thoug h iI wish or mirocle s pe ll
the examination Of the trac ks occurs after the PCs light can res tore life).
the eleme ntals, th e DC inc reases by 5 becaus e the 'oIJer •
tracks are obsc ured by the rece n t co mbat. {
Th e crates and chests are simply crafted and made of
TACTICS
The ele men tals are fearl ess. They know they will be re-
wood. Some of tbe nea ter o nes have bein pried open
formed if th ey are destroyed , so th ey attac k with great
with care , while tbc se deepe r in have been smashed apart .
aba nd on and fu ror. Each chooses a differe nt tar~ to
They origi nally beld dried food st uffs and simple rnagtca!
att ack , u nless there are fewe r than th ree Pes_They fike
reagents. hill the ne w residem s c f th is level have long since
absco nd ed with these items. They mi ssed a few cra tes in
each room in their hast e to loot befo re the ele mcnta ls
attacked, leaving approximately ten days' wor th of trail
to fight adja cent opponents 50 they ca n rake adva nlagt. of
cleave and Great c leave.
.
The elemenrals ne ver ret rea t. .
rations an d 500 gp wort h of r{'agt"nts for the Pes to loot DEVELOPMENT
once the elememgls are dealt with. Th e magic inst illed in this chamber and i n th t' earth
A successful DC 25 Search check if the PCs deciJ e to sift elemeruals has mutated since Halaster'sdearh . Now, when
th rough th~ shattered remains of previously opened boxes two of the eleme ntals fall, th ey immediately combine to
reveals that some potions we re m issed in haste, including form a H uge elemental. It~ise s in the next round, ready 10
a polwn Dfowfs wiwIom-;a polwn D rr~i51 C'l1trgy(Jir~111 m1 l wo - 'com i"n ue the fighl. I f tlie th irJ ele rntal is aes troye d. it
ptltlonS ofturt ,"",Itra lt tt'l)Ulld$. combi nes with the-Huge elementa l to hea l il and create a
H UCE EARTH ELEM ENTA L
hp 152 (16 HD); DR 5/-
,
CR 7
1 I
I
HUGE EARTH ELEME NTAL
hp 199 eac h (21 HO); DR 10/-
CR 9
powt:rfu l CR 9 mons ter. Wh"n and if the full y om6med If the pe s defeat the clemen tals, th is area is safe to explore
monster is destroyed , t he' clemcn ials collapse arid don'l re~ - unnl the crea tures re-form in one week's time and are ready
form un t il a week has passed. . .;.Ii to figh t again .
~
• •
Encounter Level a 3 DR O W RESEARCHERS CR 4
hp 8 each (3 HD)
Use thiS la elica l ( ncounlt 1 u!llh the room 'dt scripHop 1m Drow diviner 3
pdgt 190. • CE Medium huma noid (elf)
Init +1 ; Senses da rkvision 120 ft .; Listen +2. Spot +4
four caves in..cr ibed wit h H; laster's lOR'runes have been languages Common. Dracon ic. Drow Sign Language.
dug i nt o the hill con taining the runesrone. Each of these Elven. Undercommon
chambers provides d ues to the use- of th e runestone, pro- AC 16. touch 16. flat·fooled 15 (mage armor cast)
vided the Pes can translate the runes or if they posSCJS Immune magic sleep effects
ytld(l(ln 's { ur~ mtd.li/ion (see page 217). SR 14
Three of these cha mbers curre ntly serve as camps for Fort +1. Ref +2. Will +3 (+2 against spells. spell-llke
abilities. and other enchantments)
drew re-searchers ferwnl1y arrernpri eg to figure out the
Weaknes s light blindness
rneaning ()f rbe runes.The founh ~avejs unoccupied.
Speed 10 ft. (6 squares)
Melee dagger +0 (ld4-1/19-20)
EMPTY LORE CAVE • Space S ft.: Reach S ft .
If the PCs enter this cave, the)' n n allf>mpt to decipher Base Atk +1 ; Grp +0
the writing that Halaster Il"fton the wall (see bt-Iaw). If Combat Gear scroll of dispel magic, scroll offl y, scroll of
they have Yt!Joon·.1 Cllri€d mtdaUion. wh ich was touch ed by hold pe-rson
Halaster whe n tht' Mad Mage died, the ch~r,actt'r wearing Wizard Spells Prepared (CL 3rd):
2nd- Melf s odd O"OW (2). ue invisibility
the meda llion can autornatlcallv read the runes in this
1st- color spray (DC 13), com prehend languages, mage
chamber, bu t doing so has the sam ~ effect as weari ng the ormort, summon monSler I
med allion for an entire day (1 point of Wi sdom d amage). O-delecl poison. del.,1magi, . moge hand, mending.
If the PC uses the medallion in all four caves, the effect • read magic (2) .
IS equi valent to fou r days of weari ng the cu rsed item (4 t already cast
points of Wisdom da mage). Prohibited school : evocation
Spell-like Abilities (CL l rd):
l /da y-darknns, dancing Iigh~s, faerieJire
OCCUPI ED LORE CAVE-, Abilities Sir 8, Dex 13, Con 10. Int 15, Wis 10, Cha 11
W hen the Pes enter one of these th ree caves , r"hd:
Feats Scribe Scroll'. Skill Focus (Knowledge (arcana)), Skill
Focus (Speltcraft)
The draw workin.s jn this cham er appear to be Skills Decipher Script +8, Knowledge (arcana) +11 , Listen
comple/ely dumbfounded when they see You, as '. +2, Search +5, Spel1craft +13, Spot +4
though they can't believe that you are here. 1'/1 It Possessions combat gear plus dagger, ring of protecti on
+1, spell book
panic, they fumble for '/1carb y weapons, tlwugh Spellbook spells prepared plus 1st- disguise self. hold
none of thl'm ap pear tobe particularly dangl'ro~s-. portal, idemify, mount, unseen servant: 0- 0111 except
looking. You also tlo/icc that,one"o! the draw has dancing fights, flare, light, ray of frost.
fangsand strange growt~s on his hands. 2. Light Blindness (Ex) Abrupt exposure to bright li ght (such
as sunlight or a daylight spell) blinds drow for 1 round.
TACTICS -, In addit ion, they ta ke a - 1 circums tance penalty on
The drow researchers are academics, n~tr,a[[le mages.
att ack roUs, saves , and checks when in bright light.
They use th e lr scro lls and cast Mtlr~ acid arrow and color
lpray; th en resort to usi ng their dagge rs. They fight to th e '~ ,
death, knowing th at if the y su rrender and the Lohh cleri cs
CONCLUSION
Once th e pe s deal with the researcher s, they can stud; or
find out abou t it, ,hey will be rorrured and sacrificed .
destroy the cooed messages here.
The ata nea researc her is similarly focused on academ ia
bUI is sign ificantly tougher than the d row. He is in hybri d The- exposed crystals once had flaws tha i in terfered Jit h
what Halaster was try ing 10 create, so h e altered them to
form, using h is webs to en tangle opponent s; ,harm person
su it hi s purpo !Oeli;3 successful DC 20 Searc h chec k revea ls
10 take someone out of the fight, and m a~ l1t1ssilt as a lase
tiny places on the c ~ta ls where they have been filed or
resor t. I fh~ has a clear path to the exit, be tries to escape,
since he isn't re;tdy to th row away his life for the Spider ground in to a new shape.
Queen. By studying lite lnsaib.;d messages,a Cha ~~~~,:;";,:,,,~n..:gain "
"':::=;l;~:::;l~:k=~iI;;.. ;r'. in5ighl into th e wor1.in~o[ the runesrcn e,
.. Each da y of study allows a PC (0 attempt a DC}O Deci-
pher Scr ipt or Knowled g... (arc.1 na) chec k. A successful
•
"
che ck means th e character has deciphered one of th<;four
messages in that cave. A character can take 20 on th ese
11 f . '
Because t he re are six teen messages, it is he lpful ro rr ack
which ones th e pes have decod ed . For simp lidtyi messages
checks, though doing so mean s [h at twenty days of study A, B, G, an d D a te in rhe lowest lore cave; E, F, G and H are
are needed for each of the sixteen messages. The. c oded in the second lowes t; and so on all the way up to me ssage P.
messages are magica l (though someone does not need !'tad The exac t content of th e mes ~ age is not relevant] tre at it as
magic to Mudy them), so-,omprchl'tw wnguages does not help
interpret them. __•- I a magica l for mu la or shor thand th at ha s an in-game mean-
ing to the characters bUt can't be described in rhe a1wor ld
• because it refers to unreal magic.
ARANEA R ESEARCHER CR 4 "'~ . -.AnyOC whodeciphersa t leasr one message gains general
hp 22 (3 H D) 4 understanding of the t h ings the runes rcne d n do: cre ate
CE Medium mag ical beast (shapecha nge r) wards, c harge and drain magic ite ms,c rea te b]ast~of e,nergy,
tn il ... 6; Sen ses dark vlsto n 60 ft.• low. light vision ; Listen + 3, create and co ntrol po rtals , and destroy itself wi th feed back:
Spot +5 Helaster's intent remains un clear; he may have bee n tr ying
languages Common , Draconic. Sylv'm. Unde rcommon to use some or all oft he se powers for his great spell, or th ese
AC 1., touch 13, flilt·foot~ 12 powers may have be en a n innate- part of th e c ry stals, and he
Fort +6, Ref +6, Will +S was simply cata logi ng them. &
Speed 30 ft. (6 squares). climb 25 ft. (hybrid a nd sp ider form A c ha rac ter who succe ssfully int e rp rets all four messages
onl y) . tn a cave kains a +2 bo nus o n rolls made to manipulate rht-,
Melee bite.S (ld6 plus poison) runestone al the co ntrol system. The bonuse-s foom all four
Ranged web.S (e nta ngle) • caves are c um ulat ive, so. PC wh o successfully deciphers all
Space 5 ft.; Reilch 5 ft. of rhe messages ha s a -1-8 bonus on rolls to activate andeOntroi
Base Ark +l; Grp + ] 3 the runesrone. Furthe-rmore. the c harac ter can look a(l he
Atk Options; poison (Fort DC 13, ld6 Str/ 2d6 Str). web control system and know exactly what effects are possible
Combat G~~r Kyo crysta l of cu re mod erat e wou nds , Kyo
crystal of invisibility, wand cf false l if~ (4 cha rges] with the runestone. I!,
Sorcerer Spells Known (Cl3 rd); A PC wearing vddotm's. urs..J tntd.:.Jlbon receives t he same
t st (6/d ay)- chorm penon (DC 13), U1m prehend !ong.,ag· benefit at a much reduced cost in time-though there is the
es, magic missile accele rated 10ssofWi,opm, as described above. It takes o ne
o(6/day)- dole (DC 12), detect magic, flare (DC 12). hou r to read t he runes in' eac h cave aOd ga in unde rstanding
mage hand, read mogic of th em uSIng t he med allion .
Abilities Str 11 , Dex 15, Con 14. lnt 14, Wis 13, Cba 14
SQ change shape
Feats Improved Initia tive, Iron Willa, Weapon Finesse
Skills Climb +9, Concent ratio n +8, Escape Artist +4, Jum p
+4, Knowledge (arcana) +8, Listen +3, Spellcraft +5,
Spot +5
Possessions bracers of arm o r +' , cloak of res is tance +1,
80gp
Change Shape (Su) An aranea's natural form is t hat of a
Med ium mon strous spider. It ca n assume two othe r
form s. The first is a unique Small or Medium huma noi d;
an aranea in its hu mano id form always ass umes the
s ame a ppea rance and traits , mu ch as a lyca nthro pe
would. In humanoid form , an aranea ca nnot use its bite
att ack, web s, o r po ison . The seco nd form is a Medi um
s pider- humano id hybrid. In hybrid form , an aranea loo ks
like a Med ium humanoid at first glance , but a DC 18 Spot
check reveals the creature's (anglO and spinnerets. The
aran ea retain s its bite att ack, webs, and po ison in rhts
form, and can also wield wea po ns o r wea r armor. Whe n
in hybrid form, an a ranea 's speed is 30 feet (6 squares].
An aran ea remains in on e fo rm until II choo ses to assume
a new o ne. A change in form ca nnot be dispelled, nor
does ..n 'Hanea revert to its na tural form when killed. A
true seeing spe ll, however, reveals its natural fo rm ifit is
in humanoid o r hybrid form.
web (EX) In spide r o r hybrid form , an aranea can throw a
we b up to six times per day, This is s imila r to an attack
with a net but has a maximum range of 50 fee t, with a
ra nge incre me nt of 10 feet, and is effec tive aga inst
target s of up to Large s ize, The web anchors the ta rget in
place, ..Uowing no movement .
Skills An aran ea has .. +8 racial bonus on Climb checks a nd
can always choose to take 10 o n a Climb check, eve n if
rushe d or th reatened while climb ing,
ESKU......
•
Encounter l evel 6
a,
• 2
•
FLAMES KULLS CR 4
hp 26 (<4 HD); fast hea ling 2; DR 5/bludgeo ning
Uu- Ihis lildi(l1f ( n{(Jun'tr willt "Uroom dtSfripl ion on LE Tiny undead
pagt J9L Init +8; Sense s da rkvis io n 60 ft.: Listen +10, Spot +10
langua ges Com mo n, Draconic, Infernal
Thi s encounter rake s place' on an open parr of the path AC 19, touch 16, flat-footed 15
that spirals arou nd the run estone hill. The monsters are Immune cold, fire, electr icity, undead immu nities
flamrskulls.They ha\l~ th e ability to fly, wh ich means (hey Resist tur n res istance +4; SR 19
can anack the PCs on several(·Ievations of the path:. When Fort +1, Ref +5, Will +5
you decide to run this encounter, read; Speed fly SO ft. (10 squares) (goo d)
Ranged 2 fire rays +8 tou ch each (l d8 fire)
As Y?~ walk along the path Illat winds its.way up Space 2·1/2 ft.: Reach 0 fl. .. '
Base Atk +2; e rp ~l O
the crrstal-tpppcd-hill, two fll1mingskullsswoop Spe ll-Like Abilities (Cl 4th}:
from above at great speed. Green fire streaksfrom At will-delecl magic, mag e hand. ray offrost (+8
lheir eye socktfs ward you. ~ ranged touch)
3/day-blur, del ecl thoughts (DC 14), clairaudience/clair.
TACTICS .
The Ilameskulls know theyare restsraru 10 most spells and
.. voyance. magic m issile
l /dily- fireba/l (DC 15), m irror image
Abilities Str 3, Dex 18, Con , Int 11 , Wis 12, Cha 1<4
are mort' vulner able to nonmagic.al arrack s, so they slay I I SQ rejuvenation , undead t raits
their maximum pcsstble ray ran ge (20 feet) and harass the Feats Alertness, Improved Initialive
Pes whilecackltnggjeefullv. If reduced £0 to hit pcinrsor Skills Con centration +9, Hide +19. Listen +10, Spot +10
fewer t retreat, fin" magi' '",S5Ifts,and retreat some more Fast Healing (Ex) A flameskull hea ls 2 po ints of da mage
to let thei r fast hel ling take care of the damage. each round ,.S long as it hn 1 hit point remaining.
One tactic rhar th e Ilameskulls like to employ involves Fire Ray (Su) Ra nge 20 feet . A Aameskull can shoot two fi~
using t he side of rhe h ill ilsl"lf as a weapo n. Pam of the rays as a standard action.
hill sid e are unstable, tha nks to the recent ea rthquake. A Rejuven.tion {Sui A destroyed flameskull rega ins its full
flameskull ca n targe t th e side ofthe htll above wh ere th e no rmal hit points in 1 hour, even if sm ashed to pieces.
PCs are standing, hit tt wtrh its fire ray,"and cause a small To prevent rejuvena tion, its remains must be s prinkled
avalanc he to d rop rock and ear th onto the adventurers. with a vial of holy water o r subjected to a dispel magic,
dispel evil, or rem ove curu spell. The Aa mesk ull's caster
See th e discussion o n avalanches be low.
level is 14th fer the purpose of a dis pel check.
BeC;lUSe they mainta in t his distance, any llameskull tbe
pe sdes troy probably fall s o nto a lowe r level of the path OL
even the floor of t he lar ge cave, putting t he crea ture out
"'(lf th, immeoiate readl oCtne r e s. If t he PCs~J on't pre · AVALANCHE ~
ven t t he flame skul ls from rejuvenarlng (which is likt"1y £0 By targeting the side of till' hi ll above.rhe PC's w ith a fire
happe;n ifthe flameskulls fall out of reach of the PC" the ray, a flam eskul] can i ns tiga te an avala nche . No att ack roll
creat ures ret ur n at full h ealth in o ne hour. is necessary, but make a damage roll for rhe arneskull. Th e
O nce the Ilameskulls rej uven ate, they' become a.lt nle dama ge indicates how mu ch ofthe hillside comes cras hi ng
more cautious in dealing with the PCs.They lau nch lon g- dow n, and how h ard it is for th e PCs to avoid damage.
ra nge attacks (fiR'ball and magic mi5silr) 10 softe n up their
prey before getting close e nough to use rays again, and use
mirTOf iwwgt' to he lp reduce the number of alt ;K"ks targeted
against t hem: Th e flarn csk u lls do nOI pursue I he- PCs in to
d8
1- 2
l-'
Size
5 feet
10 feet
Damage
1d6
ld6+2
DC
15
17
...
15 fee l 2d6
th e lore caves, 10 rbe o ther side of rhe ru nestcne, or into
any of the g round-level caves.
'-6
7- 8 20 feet 2d6 +<4 "
21 ,
Th e size ofthe avalanche slide indicates bow many squares
are caught in rbe path of th e fall in g reeks. A s-foor slide ,
for example, targets an area 1 square wide-starting fro m the
poi nt up t he hill (in side th e spirel path ) wh ere t he r.Jy hil
and moving in a straight li}le towa rd the bottom oft he h ill
(ou tside th e spiral path. A fo-fool slide, meanwhile, targets
an area t hat is 4 sq ua res wide In a straight line from t he
to p of t he hill to the bo ttom.
,
J .
Anyone pught in th e slide area must make a Refle)' save "Can't handle a few measly adventurers?" one~of the
again st the indicated DC . A success ind icates that th,e PC [lame skulis fro m the second patrol jeers when tlier arrive.
leaps or rol ls to the side. effectivel y tak ing a S..fuOI step. If "Sure we can, but we figu red you needed the ptacrice," a
this 5-foo Hilep allows the character- to get our of the rarl~eted flameskull fro m the original patrol retpus.
area , the character takes no damage . Ifthe 5·(001 step moves If the Pes permanentl y destroy any of the flameskulls,
the characte r into a space tha i is still within tbetergered area. l' they do not come back (Halaster assumed their rejuyenarion
that charecrer ta kes half damage from the fall ing stones. ability wou ld keep their population constant).
Afailed saveindicates that the avalanchedealsfuJIdi:tnage
to th e character. Furthermore, that , tiarae! r must m ake a
second Reflexsave (same DC). On the second save, a failure
ind icates th at the ch aracter fall s prone and slides dow n the
hillside as he orshe tsce rr ted along with the rock flow. Roll
damage again. The character ends the round at the bottom
ofthe htll andmust make a th ird save to avoid be ing bu ried
alive in the rocksltde (~ be low} Txcrtc.u, N AI' D I:T,\I I.::
Tht" flame-skulls can trigger an avalanch e only onc e w ith in o..t.ail. Qn the t • .:tiL...1m. p-<tre- J lOi cr;b..J bIOI...."'·.
any panicularsectionofthe hill Cons ider a sec no n to be the C ....t .. n ..: T f1. m lmll , ( F) p4trol'},a-
space between the caves. so that the hill side has five dis ti nc t _thO' hill, ..n 4, ki n ~ I ntruJ th",y climb 10
sections for the purpose ofcreating avalanches. chOlmht-r OIt thtll "
III" m;n4ti..,,: !h" li;:bt from theerr 11l!Il(J
BURIED ALIVE" ~b.J o"" illumin41ti<Jn.
If any PC uils the Reflex save during an avalanc he and is
earned in rh e roc kslide to the bottom of the hill, the re's a
chan ce that character winds up bu ried ben eat h the dis-
plKJrockand din. Tode termine if the character is buried,
hav,!: the PC make a Reflex save using th e DC noted on the
tab le fOr th e size of the slide. A succ ess indicates tha t the
chau cler is pron e but not trapped under rbe rub ble. ACail-
ure ind icateS that the cbaracter ij prone and buried alive•.
harar ter trapptoJ beneath tho: rubble mu~ t ma K.~ a
successful Stn-8gth check to exrttcare hims elt' From the
pi le of rock and soil Use Ihe D Cs on th e table, accord ing t:,
to the size ofthe slide. Th e cha racter can make a check
each round, Ifrh e character doe sn'r break free , he or she ~.
takes 1d6 points of bl udgeon m g damage each round.
If o ther character s come to the aid of the trapped PC,
r e ruhble can be clea red in a pumbe r of roundsequa]
to the size of the slide (a S-foot slide can be- cleared in
1 round, a to-foof slide- in 2 rounJ~, a_1S-foor slide in3~
rounds, and a 20 -(00 1 slfdc in 4 rounds). EVE.ry two pe s: ·
working 10 fn-e a tra pped PC reduces th e- n u mber of
rounds by t . to a minimum of 1 found :
DEVELOPMENT
Ifthe PCs are having too easy a rime of things he re in
the ru nestone cavern, you can increase the diffi culty
by add ing a second palr of patr olling Ilaroeskulls.The
second pair usually patro ls on fhi" oppos ite side of th e
hill from the first pair( which patrols the area marked
R3 on the map), but th e second pair can show up to
aid the first patrol.
Wh c-n the econ d petre l arrives, it joins in the b.;t de
aga inst the PCs. However, rhe tWO patrols clearly have so me
kind of rivalry goi ng on bet wee n them, since bo th sides
hu rl Ins ul ts at each ot her all the' while tMYwor k to defeat
or dnve offth e intruders .
•
:<'... •
.lf~ ~)1i" l:i:- .
CRYSTAL STONE GOlEM
•
CR 11
,
A PCwho su~cessfJllyinterp~ted [lUfourmessages In a~ Abilities Str 29, Dex 9, Con - , Int -, Wis 11. Cha 1
lore cave gains a +2 bon us on rolls made to manipulate the . - SQ construct tra its
runesrone control sys~m h~te;;rne b~Euses from ~ll four Immunity to Magic (Ex) This golem is immu ne to any spe ll
cavesare cumulative,so a PCwno stlccessfully deciphered, or spell-like ability that allows spell resistance. In
all of the messages has a +8 bbn~ on rolls to activate and ~ addit ion. certain spells and effects function differently
control th~ runestone;-Furthermore, the PC can look at the ~ against the creature. A transmute rock to mud spell
control system and know exact ly what effects are poss ible slows the golem (as the slow spell) for 2d6 rounds.
wit h the r un esrone. ' , ~ =. ~ -'" with no saving throw, while transmute mud to rock
heals all of its lost hit points. A stone to flesh spell does
A PC w eari ng the meda llion ach ieves. th esame ben- \ not actually change the golem's structure but negates
efit at a m uch reduced cost in time.......though there is the its damage reduct ion and immunity to magic for
!~=~,:~c csL~ated loss 'o f Wisdom, 'as described in encounter 1 round. - :".
..,; 5-16: W het herornota PC wearing the meda llion read the Earth Glide (Ex) This golem can glide through stone, dirt ,
messagesin the 10Fecave, the medallion gr ants its wearer a or almost any other sort of earth except metal as easily
sense ofwhat the device can do. If th e character carrying ' as a fish swims through water. Its burrowing leaves
j the meda llion isn't wearing it when the party ·enterS th is behind no tu nnel or hole, nor does it create any ripple
cave, that character is compelled to'doso by th e lingering J or other signs of its presence. A move earth spell cast
presence ~f H alaster. Without reedtgg ibe lore 'cave mes -, on an area contain ing the bu rrowing golem flings it
• sages, the character receives no bonuses on rolls, but he _
back 30 feet , stunning it for 1 round unless it succeeds
on a DC 15 Fortitude save.
Of she at leastgains an understan ding of w6at the :device Construct Traits Immune to mind-affecting spells and
is capablt; ofdoing. • . abilities (charms, compulsions, phantasms, patterns,
, '" When the PCs approach the control system, read: and mora le effects) , to poison, sleep. paralysis,
.- _i"' ' 'OJ!
stunning, disease, death effects , necromantic effects,
,;:;; The ch.a~ber begins to rumble, and chips ofstanc .. and to any effect that requires a Fortitude save unless
. - start to flake of!the rune-covered wall. Suddirtlya it also works on objects; cannot heal damage; not
" toweringcreature of multicolored glowing{ryital subject to critical hits, non lethal damage, ability
damage, ability drain, or energy drain; not at risk of
flOtVfout of the wall and moves,toward you. .! death from mass ive damage, but dest royed when
J ~ " ~"
reduced to 0 hit points or fewer; cannot be raised or
resurrected.
Slow (Su) This golemcan use a slow effect , as the spell, as
a free act ion once every 2 rounds. The effect has a ~ .
range of 10 feet and a duration of 7 rounds, requiring a
DC 17 Will salle to negate.
,
'.'
!~
,
, 1
t . j
TACTIC the. room li ke :l d ock). PCs in th e colla psed area take sde
The golem's fi rst prio rity is to d rive meddlers away from point s of da mage (Reflex DC 15 halt). At the end af1h-e thi rd
the runes tone control system. It accom plishes tIiis by u sing minute th e cei ling ofthe large room collaps es, bu ryingand
charge snacks and sla ms. It uses its slow ab ility wh enever destroying th e run esrone.
h an. 1
The arrival area at th e no rt h end of th e level does not col-.
NOlI" that the golem ne ver attac ks a PC whowear-s rtl- lapse. If they do n't know how to activate the porra' the PCs
doon's ( urstd meJalfloll because of th~ presen ce of Halasrer are trapped (since they cannot gel up through the Jtiisis >llafi).
tha i resides with in it. nat character is free10 exa Jriinl ~ and Rarhertha n condem ning them Ip death bystarvation. perhaps
Of. rJw.'desttllction of the ru nesrone disrupeed the porta l. tempo--
exper iment wit h th e co mrol system al l rhar he or sbe'\irants
while the golem co nce ntrates irs attacks on ot her intrud- rarity negating the need for a key bUl changing us destination
to a ra ndom place wi th in Unde rmou ntain; this gtves (hem a
ers. of course, the PC must actually wear the medall ion;
ca rrying it is nOI sufficlc,nt (or the gole m to recognize the way to escape bu t requires them to fight th eirway out .
pre sence of H alasrer . 1 . The collapse of this level causes some 'damage to or r
If th e PCs ike, the gclem remain s outside the wall for nearby levels of UnJermou ntain. Some rooms m igh t tilt or
I minute, then merges ,\.itb the waU again using its e arth GIve in, defensive spe lls might go awry, and po rtals might
glide ability. _ drift or malfu nct ion,Th e extent Ofrhe damage depe nds on the
If the PCs auack the co nt rol syste m with ran ged attacks, needs of jcur campalgn. At the minimum, it should increase
the golem emerges fro m tbe wall and leaves the cave to . the numbe r of wandering mon sters in the nearby levels (since
hunt them dow n anyw herc.in the level. In this event, any ma ny ofthem are displaced from their lairs and have to find'
rema ining Ilarneskull parrols (see encou nter ~ lnca n: join ne w terr itory to hunt in~ If the damage is ex tens ive enough,
the ba~t1e and provide ,i? to th t' golem. it mig ht cause the-se creatures to spill uuo the city ~rid coun-
I - trys ide above, increasing monster attac ks on th~ civilian
popula tion ~ndgivtng the PC, mort" cleanup work to dO.
CONCLUSION lfthe PCs dehbera rely desrroy the runestone (whether by
'If tht" PCsdeslroy the golem. they have bough! thernSl!lve-s smashing it or activating its self-dest ruct resonance); l-ach
a week's worth of rime to experime nt wit h the ru nestone's gets a sto ry , ward of 1,00 0 XP.lf t hey accide nta lly d esrroy
controls without worrying abou t bei ng attacked by; the it, eac h ge ts a story eward of 500 XP.
sire's gil.1rd i,m s. The golem re-forms afler one week -and
on e again emerges 10 defend th e cha mbe r fro m a nyo~
I ~Lisn't Halasrer.
If the PCI alrernp! 10 lise the r unestone , refer to U~inH the
Ruhesl one, Of! r age 192. .
Allthe runesrcne level begins Io colbpse, go to encounter
- 1 . Xed acs zealots on the n,;xt pagt".
. .
DESTROYING THE RUNESTONE "
The cont rol system has ha rd ness 5 and 100 h it points. E ve'ry
to poi nt s of dam,!lge to the co ntrols gives a - 1 pcr,aIlXtt:i
check s to activa te th e runcsrone . If th e PcAdestroy thecon-
tro ts, the self-desrrucr sequence begi ns (see below).
If th e PO des troy th e cont rol system or activ ate th
run estone's '"sell..Jeseruc t sen ing"(JeIiSt'ratt'ly or acc6! en:
- tally}, th e crystals in ehe device beg in to flash in un lspn .
Once th is pr ecess is act ivated , it can't be sto ppe d, arid sec-
eral tt med events hegin. j;
WHAT IS A LEGACY ITEM? Whe never a weare r wants 10 gain t he feat req uired to open up
A legacy ilem;s a powerful magic item with histo ry and poten - access to a new tier of abililies (l east, l esser , or Greater), Ihal
tial. Such an item is similar to an artifact. The ite m was prob - indvid ual must somehow learn abou t the history of the item
ably created with a simple purp ose , but it developed abilities and a related ritual by making o r having another chara cter make
gradu ally. a successful Knowledge (history) check, the Des of which are
Everylegacy item has the potential to improve over time with detailed pare nthetically in the history of the Cro wn Adamant.
sacrifice from th e user. When a character meets the weare r re- The wearer must then pay the gold a nd roleplaying cost s as.
qu iremen ts, she can att une to the item and gain abilities as s he sociated with the ritual. If a PC does that, she gains access to
goes up in level. Fo r t he set cos t s pec ified unde r l egacy Ritua ls all t he legacy ab ilities linked to that bonus feat (l easl legacy,
a nd det ailed on the item's table , the use r gains new abshnes at l esser l egacy, Greater l egacy) as soon as she advanc es 10 the
particular e xperience levels. The table shows certain penalt ies ap pro priate charac ter leve l.
and cos ts associated with the legacy. Alegacy item 's use r must So, if a IOth·level character unde rgoes the Sec ret s Unde r the
take the pe nalnes a nd losses aasoctated with her level to use Hill ritual for the Crown Adamant. that character pays 12,500 gp
the legacy item's abilities . Fo r the Crown Adamant. the Oitrack for ritual mate rials and attempts to acco mplish the nt ual's rete-
roll penalties and Fortit ude save penalnes are not cumulative, playing req uirement. Upon successfulcom pletion ot t hat ritual,
but t he hit point loss is. Fo r exam ple, a 16th-level wear e r of the user gains the bo nus feat lesser legacy (Crown Adamanl ).
t he Crown Adaman t takes a - 2 penalty on att ack rolls and a - 2 which gives access 10 the staffs 10th-level legacy a bility.
pena lty o n Fo rtitud e saves, and has lost a total of 10 hit points When the wielde r advances to 12th level, s he doesn 't have to
Ihrou ghoul the tim e he has possessed and worn the c rown. unde rgo the ritua l again-the l esse r l egacy (Crown Adam ant)
Feat s are required to gain access to the legacy item abilities feat allows her access to the true su ing ability.
of the Crown Adamant, a nd those feats can be acqui red o nly If t he user wishes to open up acces s to the Cro wn Adamant 's
by completing legacy rituals. Least Legacy (Crown Adam ant) stoneskin ability, she must complete the legacy rit ual required
allows a weare r of 5th to 9th level to access abilities from equiv- to gain the Greate r l egacy (Cro wn Adamant) feat and advan ce
alent levels, and l esser l egacy (Crown Adaman~) is required to 17th level.
to use a bilities from 10t h to 16th level. Greate r legacy (Crown Fo r mo re information on legacy items, see the Weapons of
Adamant) grants access 10 17lh-level and higher ab ilities. Legacy suppleme nl.
was, Belk ram entered inro a ho rrible sta te of und earh when CROWN A DAMANT
this occu rred. (DC 25; Sec rets Un de r t h e B ill) Attack Fort Hit
Havi ng fled from the sce ne of h is tr each e ry, Belkra rn Wearer Roll Save Point
level Pen alty Penalt y loss Abilitie s
escaped the d row of Hou se Tanor'Thal. Th e dw arf lived 5t h Comprehe nd
as a herm it in th e Underda rk after t hat, crawli ng thro ug h languages at will
crampe d. litt le know n tu n nels inhabited on ly by the fungus- 6th 4 Crown ofprotection +2
farm ing myco nids. Over time h is depression g rew so g reet 7th
that he fou nd hi s way 10 rhe cave rn at t he lOp of the vast lava 81h -1
9th -1 2 Clairau(lience/
rube and t hrew himself into the de pths, ho ping to end h is clairvoyance 2/d aY_ _J
own existence . Know ing very lmle regarding t he na ture-a nd 10th
extent of the curse t hat was laid upon him , Belkram lay at t he 11th Detect secret doo rs
bo no m of the lava rube until h is pre ternatural body me nd ed at will
itself and he c rawled away o nce mo re 10 re ma in gu ard ia n 12th Crown ofprotect ion +3
nth
of the c ro wn . He had no idea t hat his lege ndary leap '....as i n 14th
fact witnessed , and is the reason for the ancient lava tube's 15th True seeing l /day
given name, Belk ram's Fall. (DC 30; Secret s Un der the 16th
M ounr am } 17th Sto neskin l /day- - -
13t h Wa ll of stone 2/day
19th
LEGACY RITUALS 20th Mind blank
Tlm"e rit ua ls are ft"q ui reJ 10 unlock all rhe abilitie s of the
Crown Adan"m l. a nd see or hear al a di stan ce, as the d,u raIiJ it'tlce/da rrvoyallce
Mon arch's Perce ptio n : You mu st defe nd the home of spe ll.
your clan or fam ily from intrusion bya c reature o r creatures De te ct Se c re t Doors (Su); Ar 11th level you gain t he
whose Encou nte r Level is arleast eq ual to your level + I. COSI: .abili lY 10 de tect sec ret doors, co mpart me nts, cac hes, and so
2,500 g poFeat Gra nled: Least Legacy (Crown Adamallt). forth , as if usi ng rhe ddccl St"(rd doors spe ll. As wit h the spe ll.
Sec rets Under the IBII: Yo u mus t defeat in pe rsonal you must co nc e ntrate for a numbe r of rounds 10 gain more
combar a drew cle ric with a Challenge Ranng equa! to your dera iled in fo rmatio n.
level or h igher. Cost: t 2,500 gpoFeat Granted: Lesser l egacy True Seetng (5 p): At 15t h level and b tgb er , once pe r day
(CrOW'1A,'a mll'll). whe n you issue t he co m mand word , you can see all rh mgs as
Sec re ts Und e r the Mounu in : You must desce nd to th e t hey really are , as if under the effect of the true see.ug spe ll.
bott om o f'Belk rams Fall and surv ive the jou rney.Cos t: 4-0,500 5 ton es k i n (Sp): Once pt' r day after you reac h 17th level ,
gp, fea t Granted: Grea ter Legacy (Crow n Ad'lm ant). when you issue t he comman d word, you gai n t he benefit of
t he s!ollfs km spell.
Wall of Stone (Sp): Two tim es per day at t srh evel and
WEARER REQUIREME NTS
Dwarf h igh e r, when you issue the co m mand wo rd, you can conju re
a wall of roc k th at merges Into adjoining rock surfaces, as t he
Base attack bonu s +5
wall af , lone spe ll. The save DC is 17, Ot 15 + yo ur C ba modi-
Able ro cast a divi nanon spell of at least t sr level
fier, whichever is h igh e r.
Palndi ns and rangers find perfo rming t he Crow n Adam ant's
M ind Blan k (5 u) : When you attain 20t h level, yo ur m ind
legacy rit uals 10 be easiest , t ho ugh any cha racter can benefit
is prcr ec ted fro m me ntal and emotiona l tampering, as if con-
from rhe dl' fensiw and divinatorv powers of the crown.
tinuall y affec ted by t he mmd bl,mk spe ll.