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Advanced Dungeons & Dragons

An Underdark Campaign
Background & Adventures
Updated on April 16, 1999 | ericnoah@charter.net | Back to Underdark Campaign

Notes on an Underdark Campaign


Set Beneath the Forgotten Realms
by Eric Noah

Maps: Forgotten Realms Map; Underdark Regional Map; Trade Way near Harkstone's Hold; Harkstone's
Hold (revised)

Underdark Basics
The Underdark is an enormously wide-spread network of natural and constructed tunnels that run under
the lands of the Forgotten Realms. These tunnels and caverns are typically five to 20 miles below the
surface, and have very few connections to either the deepest of those shallow diggings known as
"dungeons," or with the surface of the Realms. Our adventures will start out in the Underdark regions
between Waterdeep and Anauroch, in the "savage north."

The Underdark is home to many horrid or fascinating creatures; most of these races of monsters and
humanoids are ancient, dating from before any humanoids walked on the surface of Toril.

The most notorious race of Underdark humanoids are the Dark Elves. They are vicious
and cunning enemies. They live in huge underground cities run by their nobility and led by the
priestesses of Lloth, the Spider Queen.

For centuries, Dwarves and Dark Elves ("the Drow") have waged war beneath the Forgotten Realms.
The dwarven halls are in decline, now, and several of their kingdoms are completely gone, their
strongholds abandoned or taken over by hostile humanoids.

Other races making their homes in the Underdark include:

Standard PC Races: Dwarves, Gnomes. There are several varieties of each, and just about any
type can be found in the Underdark at times. A few Humans also make the Underdark their home,
though seldom permanently.
Duergar (Gray Dwarves): a nasty and greedy offshoot of the standard dwarf, these
ghastly-looking dwarves have arcane talents.
Svirfneblin (Deep Gnomes): these masters of illusion magic are typically cautious and secretive
gem miners.
Illithids (Mind Flayers): These horrid-looking creatures are known for their mental powers and
slave-taking.
Minotaurs: these bull-headed humanoids are expert trackers and tireless hunters. Most are
extremely brutish and animal-like, but a small percentage are "High Minotaurs" with a command
of language and the ability to wield magic or other arcane arts.
Goblinoid Races: these races include kobolds, goblins, orcs, hobgoblins, gnolls and bugbears.
These ugly humanoids ape humans in their attempt to have "civilization," but they are evil and
corrupt.
Giants: both True Giants (verbeeg, hill giants, stone giants, frost and fire giants) and giant
humanoids (ogres, trolls, ettins, formorians) fall into this category. The True Giants are said to
be the first sentient beings of Toril, and have ancient civilizations.

Underdark Economy
The Underdark produces many goods that are marketable there and on the surface world.

gems, worked jewelry (gnomes, svirfneblin)

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stone for construction (dwarves, duergar)
metal ore, worked metal (dwarves)
minerals (dwarves, duergar, svirfneblin, gnomes, drow)
mushrooms -- exotic varieties (duergar, drow)
poisons (drow)
slaves (drow, illithids, other unknown sources)
weapons (dwarves, duergar, drow)
armor (dwarves, duergar, drow)
silk (drow)

Likewise, there are items that can only be imported into the Underdark:

wood and wooden products, such as paper


spices for food
wine and ale
cloth and furs
produce (surface fruits and veggies)
news of the surface world
perfume

These products are typically brought to the Underdark by trading companies run by surface-dwellers.
Many trading companies have hidden and well-defended warehouses near connections to the surface.
Acquiring and trading goods here can be a profitable business for someone with the courage and skill to
survive in the savage depths of the Underdark.

Technical Notes about Adventuring in the Underdark


What you can and can't do with Infravision: Most of the Underdark races have superior infravision,
which allows them to see in the lightless depths. There are limits to what can be accomplished with
infravision, however.

In general, beings with infravision CAN:

participate in combat with creatures that give off heat


cast spells
identify individuals at close range
view Underdark terrain to the limit of infravision range
operate within the dim light of a faerie fire spell and still use infravision normally

In general, beings with infravision CANNOT:

Read spellbooks, scrolls, maps, runes, or other writing -- you need a candle, torch, or even dim light
such as that from a faerie fire spell in order to read.
Participate in combat with opponents that don't give off heat without a penalty -- most undead,
golems, animate constructs, reptiles/reptilian humanoids, and some other types of monsters (ropers,
for instance) don't give off body heat; combat with these is as if in the dark/blinded (standard -4 to
hit penalty, lessened if you have the blindfighting proficiency).
Identify individuals at farther than about 15' -- you can tell what race someone is, perhaps, but until
a stranger comes closer, you can't identify a particular individual without other clues (hearing a
voice, etc.).
Use infravision at all if in light brighter than faerie fire -- if someone lights a torch, that heat
"blinds" your infravision, and you must rely on normal sight.

Movement Rates: Traveling through the Underdark is much more akin to dungeon-crawling than
moving overland on the surface. However, most of the main tunnels of the Underdark are clear of debris,
are fairly level, and are big enough for travelers to move a little more quickly than when carefully

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exploring dungeons. The movement rate in typical Underdark tunnels is the character's movement rate in
miles per day (a "day" being a 10-hour period of travel in each 24 hours). A party of characters moves at
the rate of the slowest character -- a dwarf or gnome in the party can slow the movement rate to 6 miles
per day! However, a dwarf (including duergar and derro) or gnome (including svirfneblin) can perform a
"double-time" march to double his movement rate. At the end of a "double-time" march, the dwarf or
gnome must make a CON check (dwarf with no penalty, gnome at -2); a failure indicates that for the
remainder of the day (the next 14 hours), the dwarf or gnome is weakened and fights at -2 to hit and
damage, a -4 to all ST and CN checks, as well as suffering a +2 penalty to initiative.

Day and Night, Calendar: The Underdark is a realm of eternal night. As such, it is very difficult for its
inhabitants to follow the typical calendars of the surface world. As trade with the surface is so vital to
most Underdark cultures, however, most cities of drow, dwarves, svirfnebli, duergar, and derro attempt to
at least be aware of the passage of time in terms of surface calendars.

In the drow city of Menzoberranzan, for instance, time is kept via a huge stone pillar called Narbondel.
At the start of each "day," a drow wizard casts a fiery spell into the base of this hollow pillar; throughout
the day, the fire rises, heating the pillar and making it a bright beacon to those with infravision. Then as
the day progresses, the fire subsides, eventually fading into darkness. At that moment, 24 hours have
passed and the wizard returns to re-cast the fiery spell for the next day. Not only does this system keep
the drow aware of the passage of time on the surface, but it also makes it possible for citizens of
Menzoberranzan to agree on meeting times. Narbondel's Peak (noon) and the Black Death of Narbondel
(midnight) are typical choices.

For those living away from civilization, however, accurate timekeeping is extremely challenging, if not
impossible. Underdark travelers are frequently surprised when they reach a city and find that they've
miscalculated the passage of time by days or even weeks.

Air Supplies: Breathing in the Underdark usually isn't a problem -- unless you're around a wizard who
loves to cast fire spells. Large fiery magic will quickly deplete oxygen in a small cavern, and worse, the
smoke has nowhere to go! It typically takes 2-8 turns for an area to clear out once filled with smoke, and
the smell can linger for months at a time afterwards.

Harkstone's Hold
Harkstone's Hold is a series of natural and worked caverns which serves as a warehouse/holding station
for a number of trading companies which operate in the Underdark. Owned and operated by Severinus
Harkstone, the hold has a reputation as a safe, reliable place to store trade goods. Each company rents
space here; rent is paid to Harkstone in money, goods and services, and space is available only to
reputable folk. Harkstone's Hold is located in the tunnels several miles to the north of the Laughing
Hollow region.

Player Characters begin their adventures as employees of Harkstone -- menial workers now, to be sure
(guards, cleaners, builders, burden carriers), but safe and secure from the chaos of the Underdark.
Perhaps Harkstone will soon give you a more demanding task!

Map Notes for Harkstone's Hold (see map)

A. This is a large, even tunnel just a couple of miles off the main Trade Way of the Underdark. It is high,
wide and level enough for carts, pack lizards, and rothe herds to move through quickly. The huge double
doors can swing open wide enough to let in large shipments of cargo.

B. This area serves as an unloading point and a guard area. Defenses include the heavy double doors,
which can be barred from the inside; a pair of "iron statues" rumored to be golems; a winch that can cause
the floor between the two sets of double doors to open up, revealing a 20' deep pit; and an area of
permanent darkness so invaders can be surprised by defenders within. The guards and load carriers in

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this area are four huge orogs armed with broad swords and spears.

C. This central area holds common supplies for all who live here -- foodstuffs, water, candles, etc. So far
the "honor system" seems to be working -- folks just take what they need, as it is provided as part of the
price of renting a storage area. A ramp on each side leads up to higher ground, where the storage areas
(D-G) are.

D. A dwarven trading company operates from this large cave. There are 13 dwarves on duty here at all
times, and they are very suspicious of everyone else.

E. A human merchant from the surface world operates from this storage cave, and is accompanied by an
ever-changing group of mercenaries and sell-swords, as well as his mistress, a priestess of some sort.

F. A small clan of deep gnomes once rented this cave, but now it is the entryway and guard point for
Harkstone's newly constructed warehouse section. This area is always guarded by Harkstone's human and
dwarven guards, and the areas beyond (K, L, and M) are thus more secure -- and more costly to rent.

G. This cave is Harkstone's domain -- he runs his own trading company from here. He not only provides
delivery of goods, but he is known to sell information or deliver messages as well. Of course, he doesn't
do the grunt work himself -- he has about a dozen human and dwarven guards, as well as you and your
companions.

H. Harkstone's guards, including the orogs, the warehouse guards, and the PCs, all sleep in these caves.
It's not as crowded here as it once was now that Harkstone has expanded this area. The large cave at the
back is Harkstone's personal quarters.

I. Megruk the Mongrelman and Mellifleur the Hobgoblin maintain a shrine to Meriadar in these caves. It
is a pleasant place to relax, talk philosophy, read religious texts, and contemplate. Megruk and Mellifleur
also run an infirmary here to treat injuries of those who work in or rent space in Harkstone's Hold.
Harkstone's accountant (a female goblin) also stays in these caves most of the time when not helping
Harkstone with his finances. Harkstone helped enlarge these caves recently.

J. Common Room. It's not all work in the Underdark -- the many guards and merchants all need a place
to relax, get a drink or a quick meal, or just socialize. The surface-dwellers, especially, seem to gather
here to try to ward off the claustrophobia that inevitably sets in after a few weeks miles underground.
Fights occasionally break out here between humans, but the other races tend to stay calm and to
themselves. Harkstone recently enlarged and renovated this area.

K, L, and M. Secure Warehouses. Harkstone recently added these spacious, well-guarded warehouse
areas for future customers. The area is not quite finished, and Harkstone will continue to use earth
elementals and his summoned umber hulk to further expand. For now, the area is off limits.

NPCs of Harkstone's Hold


Severinus Harkstone: a tall, muscular human, with brown skin and absolutely no hair. This mountain
of a man is a wizard -- a powerful one at that. Although he complains about the difficulties that working
in the Underdark can bring, he seems to be a shrewd businessman who surely must be raking in a fortune.
His other employees include four very brutish-looking humanoids (greenish-gray skin, muscles, fangs,
shaggy hair, nasty swords), a score of surface-dwelling guards (they change about once a month, and are
usually human or dwarven males), and a short, nasty-looking female goblin who serves as Harkstone's
bookkeeper.

Megruk: this hideously deformed humanoid is perhaps one the greatest leaders you've ever
encountered. He explains that he is a priest of Meriadar -- a god who teaches tolerance and acceptance of
all kinds of beings. He is a mongrel -- a mixture of orc, hobgoblin, kobold, human, ogre, dwarf, and
many more. This mix has burdened him with uneven limbs, skin bearing patches of fur and scales,

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crooked fangs, and gnarled ears. Like so many things about the Underdark, he is not what he appears, for
rather than an uncouth barbarian, Megruk is a philosopher, healer and spiritual guide who professes
tolerance and law above prejudice and chaos.

Melifleur: this young hobgoblin is one of Megruk's disciples. He appears menacing until you get him to
smile, which he does quite often. He is eager to roam the Underdark, preaching Meriadar's wisdom and
convincing fellow goblin-kind to unite and abandon evil ways. He is friendly and talkative, and fiercely
loyal to Megruk.

Djarius Gost: This minor minstrel, of the Waterdeep Gosts, is a


middle-aged human who is looking for one last big business success
before returning to the surface to retire and care for his elderly father. He
brings with him textiles created on the surface (wool, cotton, flax, surface
furs), surface spices (peppers, sea salt, other herbs), and perfumes. He
trades them for such Underdark goods as exotic mushrooms, Underdark
beverages, spidersilk (in various dyed shades of black, purple and green),
and gems. His current guards (8 human male fighters and a half-elven
male fighter/thief) have only been in the Hold for a couple of weeks and
already despise everything about the Underdark. They have started a
couple of fights with the Brimstone Dwarves and some visiting goblins,
and are looking for trouble. They all wear the colors of the Gost family (green snake on yellow field),
and are armed with short swords.

Kemva: This woman is Djarius's mistress, and a priestess of Tymora. She wears ceremonial blue robes
and Lady Luck's holy symbol. Despite her good-natured charm, Kemva is somewhat of a rumor-monger.

Dwarves of Clan Brimstone: Yerlin and Gendar, brothers of Clan Brimstone


(from the city of Citadel Adbar, far to the north of the Lost Peaks) are in charge of
this company. They and the other 11 dwarves keep to themselves, constantly
watching for intruders. They typically deal in weapons, armor and other worked
metal (including excellent metal tools and smithy gear), in exchange for foodstuffs,
paper, spices, and so forth, which they deliver to their dwarven kin every few
months. Most types of weapons can be had here, for double the PHB price. Chain
mail, scale mail, banded mail and helmets (for both human-sized and dwarf-sized
customers), as well as small and medium shields, can be purchased here. Special orders for unusually
proportioned customers can be taken, but it takes about two months for an order to be completed, the cost
is triple that of the PHB, and the dwarves will not accept any orders for traditional enemies (duergar,
goblinkind, drow, etc.). They can do minor repairs for a fee, but serious damage or re-fitting cannot be
done generally as there is no forge here.

Ocko, Urga, Targ, Kong: These four orog guards look like huge orcs with gray-green skin and shaggy
black hair. They wear chain mail and carry clubs and short swords. These fellows are fairly
even-tempered, and seem to enjoy living in Harkstone's Hold. Harkstone trusts them to defend the
compound, and they are smart enough to question any unusual requests and report suspicious activity.

Player Character Options


The Underdark is a whole other world. As such, it is entirely appropriate to select a character unlike
those in a standard AD&D campaign. Below are some notes about races and classes which I will permit.
Note that this list is not all-inclusive -- if you want to do something different, we can discuss it. In
general, I selected races that might be fun to play, aren't too powerful, might have a good reason to live an
adventurer's life, would have the potential to learn and grow, and could potentially get along with
members of other races. We will create and maintain our PCs using the AD&D Core Rules 2.0
CD-ROM program, so we may have to make adjustments to allow for any quirks found in that program.

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We will also be using character points ala Skills & Powers and combat rules from Combat & Tactics.

"Master" PC Race List (Details Below):

Great Cultures of the Underdark: Drow Elf, Duergar, Derro, Svirfneblin


Standard PC Races, particularly Dwarf and Gnome
Goblinoid Races: kobold, goblin, orc, hobgoblin, gnoll, bugbear
Giantish Races: ogre, ettin
High Minotaur
Lizard Man
Mongrelman

Notes: Hit Point Bonus adds a given number of hit points to the PC's starting total at first level
only. Natural AC gives the PC's AC while not wearing armor; typically this natural AC can't
improve the AC of armor worn. Size category refers to what kind of damage the PC takes from
weapons. Proficiency Bundle is an optional group of logical proficiencies for the race, offered at
a reduced rate of proficiency slots (typically 2 slots to buy 3 proficiencies). Language Bundle is an
optional group of known languages (in addition to the character's racial tongue), again offered at a
reduced rate of proficiency slots (typically 2 slots to buy 3 languages). Under Classes and Kits, a starred
(*) item refers to the typical role an NPC of this race and class would fill.

Standard PC Races: I encourage you to select a race other than the standard PC races. The two
exceptions to this would be the underground races, Dwarves and Gnomes. Both of these races often get
the "short shrift" in a surface campaign; the Underdark will be a place where their mining skills and
knowledge of the earth will bring them a distinct advantage. I will allow most kits and proficiencies from
the CBo Dwarves as well as the Caradhakar (mindstalker) for psionic dwarves, and the CBo Gnomes &
Halflings.

Drow Elf: ST DX CN IN WI CH
Ability adjustments: +1 -2 +1
Min/Max scores: 3/18 8/20 7/17 9/19 3/18 6/16
Infravision: 90' Move Rate: 12 Size Category: M
Hit Point Bonus: 0 Nat. AC: 10
Proficiency Bundle: (2) Orienteering, Blindfighting
Language Bundle: (2) Common, Drow Sign, Dwarvish OR Elvish
Special Advantages: Spells: dancing lights, faerie fire and darkness once per day; at 4th level, add
levitate, knowalignment and detect magic once per day; priests add clairvoyance, detect lie, suggestion,
and dispelmagic once per day. Magic Resistance: 50% +2% per level; +2 bonus to all magic saves,
magic resistance does not affect the ability to use magical items or receive beneficial spells.
Special Disadvantages: Blinded in continual light or sunlight (-2 to Dex, -2 to hit, opponents gain +2 to
saves vs drow spells); needs an additional 20% XPs to gain character levels.
Skills & Powers Options: yes, see chart.
Typical Alignments: CE, NE, CN, (N, NG, CG)
Classes and Kits Permitted:

Warrior: F12: noble warrior*, cavalier, gladiator, myrmidon, outlaw, swashbuckler*


Priest: Specialty Priest 12 -- Lolth* (unlim, female only); Eilistraee (female only), Jubilex,
Vhaeraun; Loviatar
Wizard: Mage/Specialist (Unlim) -- academician, militant*, witch, mystic, noble*
Rogue: Thief 12 -- acrobat, spy, bounty hunter, assassin*, burglar, fence, scout*
Psionicist: Psi 7 (non-chaotic only!)-- bounty hunter, dowser
Multiclasses: F/M, F/T, M/T, Pr/T

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High Minotaur: ST DX CN IN WI CH
Ability adjustments: +1 +1 -2
Min/Max scores: 12/18 5/14 12/19 5/17 3/17 3/14
Infravision: 60' Move Rate: 12 Size Category: L
Hit Point Bonus: +6 Nat. AC: 6
Proficiency Bundle: (2) tracking, survival (Underdark)
Language Bundle: (2) Ogre, Common, choice of Troll, Orc, or Hill Giant
Special Advantages: Natural attack (bite for d4, or head butt for 2d4); immune to maze spell; +2 bonus
to surprise roll.
Special Disadvantages: Monstrous appearance; Large size prevents wearing most armor found (though
pieces can be worn or suits custom-made); no helmet can be worn.
Skills & Powers Options: no
Typical Alignments: High Minotaurs run the whole gamut -- some remain savage and evil, others are
more organized and good.
Classes and Kits Permitted:

Warrior: Fighter 12 -- barbarian, outlaw, gladiatior*, savage*


Priest: Baphomet -- Shaman only (6) , others 8
Wizard: Mage 7 -- anagakok, militant, savage*
Rogue: no
Psionicist: Psi 12
Multiclasses: none

Lizard Man: ST DX CN IN WI CH
Ability adjustments: +1 +2 -1 -1 -1
Min/Max scores: 8/18 3/18 6/18 3/17 3/17 3/16
Infravision: 60' Move Rate: 6, Sw 12 Size Category: M
Hit Point Bonus: +2 Nat. AC: 5
Proficiency Bundle: (2) hunting, alertness, direction sense
Language Bundle: (2) Common, Kobold, Orc
Special Advantages: Swim at a rate of 12, no movement or attack penalties when fighting in water, free
swimming proficiency, hold breath for 2/3 of CN score in rounds; Natural attack (d2/d2/d6).
Special Disadvantages: Low movement rate on land; odd shape of body prevents the wearing of armor
found (though pieces can be worn and armor can be custom-made).
Skills & Powers Options: no
Typical Alignments: N, NG, NE
Classes and Kits Permitted:

Warrior: Fighter 12 or Ranger 8 -- barbarian, beast-rider (lizard), gladiator, outlaw, scout*


Priest: Semuanya *-- Shaman 7; Sess'Innek -- Shaman 4; Others (7) -- elemental water,
ancestors
Wizard: Water Elementalist 8 -- savage*, mystic, witch
Rogue: Thief 8 -- adventurer, thug, assassin, bandit, scout*
Psionicist: no
Multiclassing: F/Pr

Derro (based on a DRAGON article by Roger Moore):


ST DX CN IN WI CH
Ability adjustments: -1 +1 +1 -1
Min/Max scores: 3/17 12/19 3/18 9/19 3/18 3/8 (up to 18 to derro, max 8 to others)

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Infravision: 30' Move Rate: 9 Size Category: S
Hit Point Bonus: +3 Nat. AC: 10
Proficiency Bundle: (2) orienteering, spellcraft
Language Bundle: (2) Common, dwarven, duergar
Special Advantages: Free blindfighting proficiency; Magic Resistance 30% (affects beneficial
spellcasting and magical item use as well); standard dwarf mining abilities (see PHB); Mage-savants can
cast comprehend languages and read magic at will, plus all mage-savants gain one extra spell at random
per day. Random spells include affect normal fires, anti-magic shell, blink, cloudkill, ESP, hypnotic
pattern, ice storm, invisibility, levitate, light, lightning bolt, minor creation, paralyzation, repulsion,
shadow magic, spider climb, ventriloquism, wall of fog, wall of force. If casting a spell that is of a level
higher than the savant can normally cast, the derro must make a Spellcraft check with a one step penalty
for each level between his highest spell level and the level of the random spell; failure results in a
spectacular backfire. The spell simply appears in the savant's mind after sleeping, and must be cast that
day or it is lost. The spell cannot be scribed or otherwise saved or passed on.
Special Disadvantages: Sunlight is nauseating to derro, causes 1 hp damage per hour of exposure, and
causes -2 to combat rolls and saving throws; derro are despised by gnomes and dwarves; no special
resistance to poison or magic based on Constitution.
Skills & Powers Options: no
Typical Alignments: CE, NE, (CN, N)
Classes and Kits Permitted:

Warrior: Fighter 10 -- myrmidon, outlaw*, mine rowdy, sell-sword.


Priest: no
Wizard: Mage-Savant* 12 (as normal mage w/special abilities mentioned above), Specialist
13 (particularly Enchanter and Invoker) -- academician, militant wizard*, hedge wizard,
humanoid scholar, outlaw mage*.
Rogue: Thief 15 -- adventurer*, assassin*, bandit, bounty hunter, burglar, cutpurse, fence,
scout, smuggler, spy, thug.
Psionicist: no
Multiclassing: F/M, F/T, M/T

Duergar:
ST DX CN IN WI CH
Ability adjustments: +1 -2
Min/Max scores: 8/18 3/17 11/18 3/16 3-18 3/15
Infravision: 120' Move Rate: 6 Size Category: S
Hit Point Bonus: 0 Nat. AC: 10
Proficiency Bundle: (2) stonemasonry, weaponsmithing OR armorer
Language Bundle: (2) dwarf, common, drow
Special Advantages: Stealth -- if alone or accompanied by others who can also move with stealth
(elves, halflings, other duergar, rogue), can cause a -2 penalty to opponent's surprise roll; Bonus to
surprise roll (+2 bonus to duergar's roll); immune to paralysis, illusion and phantasm spells, and magical
poisons; standard dwarf resistance to magic and poison based on Constitution; Spellcasting -- invisibility
1/day, and enlarge 1/day as wizard twice the duergar's level, but only to enlarge the duergar and his
equipment; large humanoids (trolls, ogres, giants) suffer -4 to hit duergar in combat.
Special Disadvantages: Bright light causes DX to be reduced by 2 points and attack rolls are at -2;
dwarves distrust duergar and ract to them at a -3 penalty.
Skills & Powers Options: yes, see chart
Typical Alignments: LE, NE, (LN, N, NG)
Classes and Kits Permitted:

Warrior: Fighter 12 -- beastrider* (steeder spider); axe for hire*, clansdwarf, battlerager,
outcast*, sharpshooter.
Priest: Priest 12 -- Laduguer: vindicator (F/P only); other dwarven deities: pariah

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Wizard: no
Rogue: Thief 14 -- locksmith, pest controller, trader* (F/T only), vermin slayer (F/T only),
wayfinder (F/T only); delver, hoardsacker.
Psionicist: Psi 9 -- caradhaker (mindstalker), bounty hunter, assassin, crystallite
Multiclassing: F/T, F/P, P/T

Svirfneblin:
ST DX CN IN WI CH
Ability adjustments: +1 +1 -2
Min/Max scores: 6/18 6/19 6/18 3/18 4/19 3/16
Infravision: 120' Move Rate: 9 Size Category: S
Hit Point Bonus: 0 Nat. AC: 10 (but decreases as levels are gained)
Proficiency Bundle: (2) mining, stonemasonry, gemcutting
Language Bundle: (2) duergar, drow, common
Special Advantages: Detect Underground Features as per Gnome; Magic Resistance -- 20% plus 5%
per level over 3rd; +2 to saves vs. poison; immune to illusions spells; radiates Non-Detection; spellcasting
-- blindness, blur and change self once per day each; surprised only on 1 in 10, and surprise 9 in 10 when
alone or with other svirfneblin; can freeze in place for long periods of time, giving a Hide in Shadows
ability of 60%; Armor Class improves with level -- -1 bonus for each level above 3rd until a maximum
AC of -6 is reached; svirfneblin who are not illusionists gain the ability to summon earth elemental once
per day with 50% chance of success upon reaching 6th level; creatures from the Elemental Plane of Earth
are 90% unlikely to attack svirfneblin.
Special Disadvantages: 20% additional experience required to go up levels; drow and duergar despise
svirfneblin and typically will attack on sight.
Skills & Powers Options: yes, see chart
Typical Alignments: NG, CG, N
Classes and Kits Permitted:

Warrior: Fighter 11 -- goblinsticker, breachgnome


Priest: Priest 9 -- Callarduran Smoothhands: rocktender*; Elemental Earth
Wizard: Illusionist 15 -- imagemaker*, vanisher ; Earth Elementalist 12
Rogue: Thief 13 -- adventurer, locksmith (as dwarf), scout, trader (F/T only, as dwarf),
stalker (F/T)
Psionicist: Psi 10 -- dowser, crystallite, healer
Multiclassing: F/T, Ill/T, F/Ill, Ill/Pr of Callarduran Smoothhands

Mongrelman:
ST DX CN IN WI CH
Ability adjustments: +1 -2
Min/Max scores: 6/17 6/18 8/18 3/17 3/18 2/8
Infravision: 30' Move Rate: 9 Size Category: S, M, or L
Hit Point Bonus: 2 Nat. AC: 5
Proficiency Bundle: (3) voice mimicry, animal noise, ventriloquism, survival (Underdark)
Language Bundle: (2) common, then choose two of goblin, orc, hobgoblin, kobold, gnoll, bugbear
Special Advantages: Add one point to ST, DX, IN or WI as desired based on heritage and background.
Size (S, M or L) is selected by PC dependent on heritage. Pick pockets: 70% plus 5% per level above
5th. Camouflage: takes one turn, makes an immobile mongrelman 80% likely to to unnoticed. Extra
proficiency: Mongrelmen gain one extra non-weapon proficiency slot to learn a trade or skill that can be
used to survive or make money (not combat or magic related skills) -- examples include hunting,
fortune-telling, gaming, begging, etc.
Special Disadvantages: Negative First Impression -- mongrelmen are treated as having a Charisma of 1
when first meeting others (except other mongrelmen).

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Skills & Powers Options: no
Typical Alignments: LN, NG, LG, (NE)
Classes and Kits Permitted:

Warrior: Fighter 10 -- pit fighter, tribal defender, sell-sword


Priest: Meriadar 10 -- pacifist priest, oracle, shaman, witchdoctor
Wizard: Mage 10 -- hedge wizard, academician, mystic, witch
Rogue: Thief 12 -- scout, cutpurse; Bard 8 -- humanoid bard, true bard
Psionicist: Psi 10
Multiclassing: F/T, M/T

Goblin:
ST DX CN IN WI CH
Ability adjustments: -1 -1
Min/Max scores: 4/15 3/17 5/16 3/18 3/18 3/12
Infravision: 60' Move Rate: 6 Size Category: S
Hit Point Bonus: none Nat. AC: 10
Proficiency Bundle: (2) survival (Underdark), set snares
Language Bundle: (2) orc, hobgoblin, common
Special Advantages: Resistant to disease: goblins roll twice when rolling saves vs disease and choose
the better result; Mining Skills: 25% chance to detect new or unusual construction. Other advantages
come with membership in certain tribes. Sample skills:

Tribe Advantage
+1 damage with knives,
Slashers
daggers, and short swords
Expert miners: same skills as
Fellfoe
dwarf
Venomsting +3 on saves vs poison
Special Disadvantages: Penalty in sunlight: goblins suffer a -1 to hit in sunlight; Racial enmity:
gnomes and dwarves hate goblins and will typically attack on sight.
Skills & Powers Options: no
Typical Alignments: LE, LN, (N, NE, NG)
Classes and Kits Permitted:

Warrior: Fighter 10 -- beastrider* (worg), outlaw, myrmidon, mine rowdy, tribal defender*
Priest: Maglubiyet* 11 -- witchdoctor, war priest; Khurgorbaeyag 9 -- witchdoctor, war
priest; Bargrivyek 9 -- witchdoctor, war priest; Meriadar 10 -- pacifist priest, oracle, shaman,
witchdoctor
Wizard: Mage 7 -- hedge wizard
Rogue: Thief 12 -- shadow, assassin, bandit*, thug, tunnel rat*, scavenger, many others
possible
Psionicist: no
Multiclassing: F/Pr, F/T

Gnoll:
ST DX CN IN WI CH
Ability adjustments: +1 -1 -1
Min/Max scores: 6/18 5/18 5/18 3/14 3/16 3/14
Infravision: 30' Move Rate: 12 Size Category: L
Hit Point Bonus: +2 Nat. AC: 10

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Proficiency Bundle: (2) animal handling (hyena, hyenadon), intimidation, survival (Underdark)
Language Bundle: (2) common, orc, hobgoblin
Special Advantages: Aside from their brute strength, gnolls do not have any special advantages in
general. However, membership in a particular tribe might grant them two special benefits -- reduced cost
for broad weapon group proficiency, a special combat tactic, or a bonus with a particular weapon. Some
examples follow:

Tribe Advantage
Pole weapons broad group costs
Howlers one slot; two-handed style
specialization is free.
120' infravision; bows broad
Evil Eye
group costs one slot
natural attack 2-5/2-5; immune
Bloody Whip
to disease
Special Disadvantages: Large size means no random armor found will fit (though pieces can be used).
Goblins, kobolds, giants and most surface-dwellers hate gnolls and will either flee or attack on sight.
Skills & Powers Options: no
Typical Alignments: CE, CN, NE, (N, NG, CG)
Classes and Kits Permitted:

Warrior: Fighter 11 -- sell-sword, tribal defender, berserker, outlaw*, savage


Priest: Yeenoghu 9 -- warpriest*, oracle; Gorellik 5 -- shaman, witchdoctor
Wizard: Wild mage 7 -- hedge wizard
Rogue: Thief 11 -- scavenger, assassin, bandit*, thug*
Psionicist: no
Multiclassing: F/T, F/Pr, T/Pr

Hobgoblin:
ST DX CN IN WI CH
Ability adjustments: +1 -1
Min/Max scores: 6/18 6/18 5/18 3/18 3/18 3/14
Infravision: 60' Move Rate: 9 Size Category: M
Hit Point Bonus: +1 Nat. AC: 10
Proficiency Bundle: (2) Weaponsmith (for repair only), mining
Language Bundle: (2) goblin, orc, common
Special Advantages: Detect new construction, sloping passages, shifting walls 40%; other benefits are
tied to tribal membership -- each tribe typically has two special advantages. Samples:

Tribe Advantages
+1 damage with maces,
Bloodstar morning stars, flails; free
blindfighting proficiency
+1 to hit with polearms and
Redfang spears; +1 to hit/damage vs.
elves
natural attack for d4/d4
Grim Tormentors damage; hide in shadows 6%
per level
Special Disadvantages: Elves hate hobgoblins and will typically attack on sight; tribal rivalries often
mean that hobgoblins encountered are mortal enemies.

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Skills & Powers Options: no
Typical Alignments: LE, LN, NE, (N, NG)
Classes and Kits Permitted:

Warrior: Fighter 11 -- mine rowdy, tribal defender, myrmidon, outlaw


Priest: Nomog-Geaya 10 -- war priest, shaman, witchdoctor, oracle; Meriadar 10 -- pacifist
priest, oracle, shaman, witchdoctor
Wizard: Mage 8 -- hedge wizard; Elementalist (Fire) 7 -- hedge wizard
Rogue: Thief 12 -- thug*, bandit*, assassin, many others possible
Psionicist: no
Multiclassing: F/Pr, F/T

Orc:
ST DX CN IN WI CH
Ability adjustments: +1 +1 -2
Min/Max scores: 6/18 3/17 8/18 3/16 3/16 3/12
Infravision: 60' Move Rate: 12 Size Category: M
Hit Point Bonus: +1 Nat. AC: 10
Proficiency Bundle: (3) survival (Underdark), weaponsmith
Language Bundle: (2) goblin, hobgoblin, common
Special Advantages: Cheaper weapon groups: orcs can purchase up to 2 tight weapon groups at the cost
of 1 proficiency slot per group, but only the following groups -- axes, clubs, long blades, short blades,
pole arms, spears. Mining skills: detect sloping passages 25%, new/unusual construction 35%. Other
special advantages could come from tribal memebership (see examples above for Goblin, Hobgoblin,
Gnoll).
Special Disadvantages: -1 to hit in sunlight; elves and humans hate orcs and typically attack on sight.
Skills & Powers Options: no
Typical Alignments: LE, NE, (N, NG)
Classes and Kits Permitted:

Warrior: Fighter 10 -- tribal defender, pit fighter, sell-sword, outlaw*, savage


Priest: Gruumsh* or Bahgtru 9 -- war priest, oracle, shaman, witchdoctor; Ilneval 8 -- war
priest, oracle, shaman, witchdoctor; Luthic 7 -- shaman, witchdoctor; Shargaas 7 -- oracle;
Meriadar 10 -- pacifist priest, oracle, shaman, witchdoctor
Wizard: Mage 8 -- hedge wizard, militant wizard
Rogue: Thief 11 -- assassin, scout, thug, bandit*, bounty hunter
Psionicist: no
Multiclassing: F/T, F/Pr, T/Pr

Kobold:
ST DX CN IN WI CH
Ability adjustments: -1 +1 -1 -1
Min/Max scores: 3/16 4/18 4/15 3/17 3/18 3/14
Infravision: 60' Move Rate: 6 Size Category: S
Hit Point Bonus: 0 Nat. AC: 10
Proficiency Bundle: (2) mining, animal handling, close-quarters combat
Language Bundle: (2) common, orc, goblin
Special Advantages: Mining skills -- same as gnome; Find (but not remove) traps -- as thief chart DMG
p. 23 (if a thief, +20 to Find/Remove Traps skill). Other special advantages might be related to tribal
membership (see examples for Goblin, Hobgoblin, etc.)
Special Disadvantages: Gnomes and dwarves despise kobolds and will typically attack on sight; -1 to
hit in sunlight; small size means that most armor found will not fit (they can use armor from dwarves,
gnomes and halflings about 50% of the time).

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Skills & Powers Options: no
Typical Alignments: LE, NE, (N, NG)
Classes and Kits Permitted:

Warrior: Fighter 8 -- tribal defender


Priest: Kurtulmak 9 -- war priest; Gaknulak 8 -- oracle, shaman, witchdoctor; Meriadar 10 --
pacifist priest, oracle, shaman, witchdoctor
Wizard: Mage 8 -- hedge wizard
Rogue: Thief 12 -- assassin, scout, spy, bandit, burglar, cutpurse
Psionicist: no
Multiclassing: F/T, F/Pr (of Gaknulak)

Bugbear: ST DX CN IN WI CH
Ability adjustments: +1 +1 -1 -1
Min/Max scores: 8/18 8/17 8/18 3/16 3/18 3/14
Infravision: 60' Move Rate: 9 Size Category: L
Hit Point Bonus: +3 Nat. AC: 10
Proficiency Bundle: (2) intimidation, blindfighting
Language Bundle: (2) Common, Goblin language, Hobgoblin language
Special Advantages: Stealth (-3 penalty to opponent's surprise roll); Keen Hearing (Hear Noise per chart
on p. 23 of DMG; or gains +20% if thief); may Throw any proficient melee weapon at only a -1 to hit --
range is as thrown club (1/2/3).
Special Disadvantages: Large size prevents wearing of most armor found (though pieces can be used or
armor can be custom made).
Skills & Powers Options: none
Typical Alignments: CE, CN
Classes and Kits Permitted:

Warrior: Fighter 12 -- berserker, gladiator, outlaw*, savage


Priest: Hruggek* 8 -- shaman, war priest; Grankhul 8 -- shaman, oracle; Meriadar 10 --
oracle, shaman
Wizard: no
Rogue: Thief 9 -- acrobat, adventurer, assassin, bandit*, bounty hunter, scout, thug*
Psionicist: no
Multiclasses: F/T

Ogre:
ST DX CN IN WI CH
Ability adjustments: +2* -1 +2 -2 -1 -2
Min/Max scores: 16/20* 2/8 14/20 2/8 2/9 2/8
*plusses to ST move through as follows: 17, 18/01, 18/51, 18/00, 19, 20. So if a natural 17 is rolled, the +2 bonus
makes ST 18/51. If a natural 18/75 is rolled, +2 bonus makes ST 19. A natural 18/00 rolled is the only way to move to
ST 20.
Infravision: 30' Move Rate: 9 Size Category: L
Hit Point Bonus: +4 Nat. AC: 5
Proficiency Bundle: (2) intimidation, survival (Underdark), endurance
Language Bundle: (2) common, orc, gnoll
Special Advantages: Ogres are large and strong, but otherwise have no special advantages.
Special Disadvantages: Large size prevents armor (even pieces) found at random from being worn.
Armor can be made, however, at triple the normal cost.
Skills & Powers Options: no
Typical Alignments: CE, CN, NE, (N, NG)
Classes and Kits Permitted:

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Warrior: Fighter 12 -- savage, tribal defender*, sell-sword
Priest: Vaprak 7 (only if WI 9) -- war priest, shaman*; Philosophy of Strength, Combat 7
(only if WI 9)
Wizard: no
Rogue: no
Psionicist: no
Multiclassing: no

Ettin:
ST DX CN IN WI CH
Ability adjustments: +2* +1 -2 -1 -2
Min/Max scores: 16/20* 3/14 10/19 3/10 3/15 3/9
*plusses to ST move through as follows: 17, 18/01, 18/51, 18/00, 19, 20. So if a natural 17 is rolled, the +2 bonus
makes ST 18/51. If a natural 18/75 is rolled, +2 bonus makes ST 19. A natural 18/00 rolled is the only way to move to
ST 20.
Infravision: 90' Move Rate: 12 Size Category: L
Hit Point Bonus: +10 Nat. AC: 5 (Lvls 1-4), 4 (Lvls 5-9), 3 (Lvls 10+)
Proficiency Bundle: (2) Survival (Underdark), Intimidation
Language Bundle: (2) Orcish, goblin, hill giant, common (see Disadvantages below)
Special Advantages: Two-weapon style: can use two weapons and make two attacks per round without
penalty, weapons must not be larger than M and must normally be used one-handed; Huge weapon:
rather than use two M weapons, an ettin can use one Huge sized weapons -- huge clubs and axes are
common; they typically do double the damage of the norm. Surprise bonus: only surprised on a 1; Alert
while sleeping: one head may stay awake while the other sleeps.
Special Disadvantages: Language limitation: ettins do not have a complete grasp of any one language,
and so need to make a proficiency check when communicating complex ideas or when in stressful
situations such as combat; Large size -- no armor found will fit an ettin, though armor can be made and
shields can be used; Reaction penalties: regardless of Charisma score, ettins cannot have henchmen
(though they can hire mercenaries as normal); reactions from all but goblinoid beings are at -4 penalty.
Skills & Powers Options: no
Typical Alignments: CE, CN, (N)
Classes and Kits Permitted:

Warrior: Fighter 15 -- pit fighter, gladiator, savage*, berserker, outlaw


Priest: Priest 7 -- Grolantor: war priest, shaman; Philosophies of Strength, Combat: war
priest, shaman
Wizard: no
Rogue: no
Psionicist: no
Multiclassing: F/Pr

Religions of the Underdark


Some of the gods of the pantheon of the Surface World hold little sway among the dwellers in the
Underdark. Others become even more influential. Player characters of varying races may find that the
"typical" choice for that race is less than desirable. Following are some guidelines and suggestions for
choosing a deity for a priest character or any underdark character.

Racial Deities: The non-humans of the Underdark tend to believe in and venerate a god or pantheon that
is the epitome of their race. Thus a dwarf will likely venerate the dwarven pantheon, a gnome will
worship the gnomish pantheon, and so forth.

Faerun Pantheon in the Underdark: The following gods of the Faerun pantheon are especially

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appropriate for PCs in an Underdark setting:

Power Align, Portfolio Why Underdark?


The eternal darkness means perfect freedom.
CN, Caverns, Dungeons,
Ibrandul There is no good or evil if light shines not on one's
the Underdark
actions.
CN, Travel, exploration, Those who adventure, trade, explore, and seek
Shaundakul
traders, miners hidden riches are protected by this god.
Much is hidden in the Underdark, and little is what
Leira CN, Deception, illusion it seems. Lies are a universal language here, and
truth is irrelevant.
Priests of Azuth are instructed to seek out new
LN, Wizards, mages,
Azuth magical spells, items and effects -- and the
spellcasters
Underdark is filled with them.
Mystra NG, Magic, spells as Azuth, above
Oghma N, Knowledge The Underdark is filled with new things to learn.
Priests of Deneir constantly seek to make written
records of lost knowledge, to record new stories or
NG, Writing, literary and
Deneir artworks, and teach the art of the written word.
pictorial art
The Underdark is filled with civilizations that
could make contributions to this knowledge.
Of all the elements, Earth is most powerful in the
Grumbar N, Elemental Earth
Underdark.
CG, Good luck, good Adventurers everywhere revere Tymora for the
Tymora
fortune, adventurers good fortune she bestows.
Forces and Philosophies: Some priests venerate not a sentient being, but a force or philosophy with
such great faith that they gain priestly powers. Some of the more appropriate ones are below:

Force/Philosophy Why Underdark?


Many tribal races venerate their ancestors and gain wisdom from those
Ancestors
who have gone on to the next life.
Animals A particular animal could be the totem of a tribe of humanoids.
Darkness Dark is the prevailing force where the sun cannot shine.
Death The Underdark is a dangerous place. Death awaits all who travel here.
Disease/Rot/Decay Many of the foul creatures of the Underdark spread contagion.
Evil A vast majority of creatures of the Underdark are inherently evil.
Oracles/Prophecy All beings wish to know the future.
Strength Survival in the Underdark is often a matter of brute strength.
War/Combat Skill at arms is a necessity for survival in the Underdark.
For NPCs Only: Of course some deities are thoroughly evil. In addition to deities mentioned in the
Race section, PCs might encounter worshippers of any of the following deities as opponents or foes:

Power Align, Portfolio Notes/Rumors


CE, Bad Luck, Tymora's rival. Said to have drow worshippers in
Beshaba
Misfortune the Underdark.

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CE, Murder, lies, Cyric replaced the gods Bhaal, Bane and Myrkul.
Cyric
insanity Cyric worshippers are power-hungry murderers.
The son of Bane has recently gained worshippers
Iyachtu Xvim LE, Tyrany, hatred
who previously venerated his father.
This goddess is another worshipped by some drow
Loviatar CE, Pain, torment
who have abandoned Lloth.
Mask NE, Thieves, shadows Mask is revered by all who deceive or steal.
Rumored to have been slain during the Time of
CE, Rot, decay,
Moander Troubles, so who or what continues to provide
corruption
power to his worshippers?
Shar is one of the pre-eminent evil deities of the
NE, dark, unrevealed Underdark. Is she in competition with Ibrandul, or
Shar
secrets, the Underdark merely another aspect of him? It is said entire
drow communities worship Shar rather than Lloth.
Having aspects of both Loviatar and Lloth, it's no
Talona CE, Disease, poison surprise that the drow fear and placate the Mother
of All Plagues.
Rarities in the Underdark: If a PC is a former surface-dweller, it is possible that he or she worshipped
one of the following gods of the Faerun Pantheon: Torm, Tyr, Helm, Ilmater, Tempus, Gond,
Chauntea, Lathander, Lliira, Mielikki, Milil, Selune, Silvanus, Sune, Talos, or Umberlee. While
these gods can still support their faithful while in the Underdark, priests of these deities have little if any
sway, no chance to be backed up by their organization, and no resources to rely upon.

Advanced Dungeons & Dragons, AD&D, DRAGON Magazine Forgotten Realms and Underdark are all property of TSR, Inc.

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realms1.gif (GIF-Grafik, 510x362 Pixel) http://webpages.charter.net/ericnoah/noahrpg/realms1.gif

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underdark.gif (GIF-Grafik, 577x492 Pixel) http://webpages.charter.net/ericnoah/noahrpg/underdark.gif

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tradeway.jpg (JPEG-Grafik, 640x480 Pixel) http://webpages.charter.net/ericnoah/noahrpg/tradeway.jpg

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harkstoneshold.jpg (JPEG-Grafik, 800x600 Pixel) - Skaliert (93%) http://webpages.charter.net/ericnoah/noahrpg/harkstoneshold.jpg

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Updated on September 18, 1999 | ericnoah@charter.net | Back to Underdark Campaign

Gazetteer of DeepEarth: Locations of the Realms Underdark


Places of Note
I have placed some of these on a map of the Realms Underdark

Undermountain is a deep, expansive dungeon underneath the city of Waterdeep. It was created by
the mad wizard Halister.
Skull Port is an evil city underneath Waterdeep. It is connected to Undermountain, and
provides fairly easy access to the Underdark. The Dark Dagger Order of Vhaeraun
operates in Skull Port.
The Prominate of Eilistraee is a temple complex located near Skull Port on the third level
of Undermountain. It was located near the Pit of Ghaunadaur, which is now filled in with
rubble. Its members include Qilue Veladorn (High Priestess) and the halfling warrior Arrikett
Uruth ("Hand of the Protectors").
The Chapel of the Sericeous Sargh is a shrine to Selvetarm, located on the first level of
Undermountain (Room #12).
Vaerndoun is a subterranean cavern complex. It is a network of caves, many containing lakes, that
stretch northeast/southwest for a hundred miles, with its midpoint below the surface city of Torsch.
The Eleave is an annual trade fair that takes place in Vaerndoun. It takes place during the first two
rides of Alturiak, and is run by the Asglyth. The price of admission to the fair is that all must bring
slaves for the mind flayers to feast upon. (from Prayers from the Faithful)
The Asglyth are a nation of mind flayers. Asglyth is also the name of this group's subterranean
realm in the Underdark. It is located near or in Vaerndoun. (from Prayers from the Faithful)
The White Kingdom is a swiftly-rising nation of true ghouls. (from "Kingdom of the Ghouls" in
DUNGEON # 70; technically this information was pertinent to a Greyhawk campaign, but I liked it
so much I included it in my campaign)
Glimmerfell is a svirfneblin city. (from "Kingdom of the Ghouls" in DUNGEON # 70; again,
technically in the Underdark of Oerth)
Angrimm is a ruined dwarven city. It is now home to a pair of deep dragons who maintain an
unusual library of sorts. (from "Kingdom of the Ghouls" in DUNGEON # 70; again, technically in
the Underdark of Oerth)
Cloaker Rift is a subterranean chasm that is home to a nation of cloakers which is in league with
the true ghouls of the White Kingdom. At one end of this rift is a plateau holding a major city of the
ghouls, Kilenor. (from "Kingdom of the Ghouls" in DUNGEON # 70; again, technically in the
Underdark of Oerth)
Kilenor is a huge necropolis located in the Cloaker Rift. It is a city of true ghouls. One of the many
buildings in this city is Blackgate Palace. (from "Kingdom of the Ghouls" in DUNGEON # 70;
again, technically in the Underdark of Oerth)
Hellgate Keep was a huge complex filled with fiends from the hells who were recruiting evil
beings into their Blood War armies; now it is a vast ruin, overrun by orc/tanar'ri crossbreeds and
other horrors. It has links, in its lowest levels, to the Underdark. (from the Hellgate Keep
adventure)
Abstemious is a Mind Flayer community fairly close to Menzoberranzan. (from The Illithiad; I
added its location)
Grayhold is a duergar city located under the High Forest.
Muraunos is a city of the High Minotaurs located under the Sword Coast.
Shar'zan is a drow city of Shar worshippers, located under the Sword Coast.
Underspires is a duergar city located below the Osraun Moutains of Turmish.
The Twisted Tower is a small fortress in Shadowdale, known to have once been a drow outpost.
It still has connections to the Underdark, though they are heavily guarded.

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Drow Locations
Menzoberranzan: best known of the drow cities, lies beneath the savage frontier (I've placed it
under the High Forest). These drow are Lolth worshippers.
Eryndlyn: lies beneath the High Moor. These drow are worshippers of Lolth, Ghaunadaur and
Vhaeraun, in a tense rivalry; Selvetarm devotees ally themselves with the Lolth-worshippers.
Sshamath: under the Far Hills (south and east of High Moor), they are mostly Kiarinsalee and
Talona worshippers, but mages rule the city.
Llurth Dreier: under The Shaar, this is a foul city of 400,000 drow who revere Ghaunadaur; the
most devout are a sect called Fanatics of the Overflowing Pit.
Bhaerynden: The capital city of the first great drow nation, Telantiwar, established around -9,000
DR. The cavern that held Bhaerynden was seized from a conquered nation of dwarves. It was
destroyed in a civil war, and the cavern that housed it collapsed, forming the Great Rift, which has
been reclaimed by the dwarves.
Golothaer: an ancient city of the Drow; it is one of the oldest known drow cities -- two separate
groups that fled this city went on to found Ched Nasad and Menzoberranzan.
Buiyrandyn: once a small drow settlement, not big enough to be considered a city, it has long
since vanished. The high priestess of the Prominade of Eilistraee, Qilue Veladorn, hailed from
Buiyrandyn.
Elder Orb of Ooze: a remotely located temple to Ghaunadaur, in the Underdark beneath the
Forest of Mir. Its creators were destroyed or driven off shortly after it was founded, and it is said to
be teeming with oozes, slimes, ropers and other foul creatures. It once housed an artifact of great
power known as the Living Gem.
V'elddrinnsshar -- a ruin of a drow city, it now holds undead Kiaransalee worshippers; contains
the Acropolis of Thanatos; located on an island in the middle of a subterranean lake beneath Galena
Mountains of Vassa, in a huge cavern called the Vault of the Gnashing Teeth. The Acropolis of
Thanatos serves as the base of operations for an order of unholy warriors dedicated to Kiaransalee,
the Legion of Vengeful Banshees.

More Drow City Names (from Drow of the Underdark):

Abaethaggar
Abburth
Baereghel
Chaulssin
Charrvhel'raugaust
Ched Nasad -- Lolth worshippers
Cheth Rrhinn
Erelhei-Cinlu
Fanaedar
Gaullidurth -- Located beneath the deserts of Calimshan, Lolth worshippers, contains hundreds or
thousands of temples and shrines to Lolth.
Haundrauth
Ithilaughym
Luihaulen'tar
Maerimydra
Orlytlar
Rilauven
Sshanntynlan
Szithlin
T'lindhet
Uluitur
Undraeth
Waethe Hlammachar

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Yuethindrynn

Dwarven Locations:
The Great Rift: Once, a mighty Drow city lay in a cavern beneath the lands of the Shaar. That cavern
collapsed in ancient times, forming the Great Rift. Several important dwarven cities lie in this region:
Eartheart, Glitterdelve, Daunting, Underhome, Kholtar, and Rimmator are but a few.

Lost Kingdoms:

Ammarindar: centered in the Greypeak Mountains; included a city near the Shining Falls,
Splendarrmornn.

Besilmer: only remnants today include the Stone Bridge (spans the River Dessarin), the Halls of the
Hunting Axe (a ruin near the Hall of Four Ghosts), and the Hall of Four Ghosts (a haunted ruin that has
an entrance to the Underdark in it).

Delzoun: it lay between Sundabar and the ruins of Ascore; Citadel Adbar is still held by dwarves (and
led by King Harbromm); Felbarr (or "Citadel of Many Arrows"), in the west, is now held by orcs.

Fallen Kingdom: this region of land is directly to the east of Waterdeep. It was once ruled by three kings
-- an elf, a dwarf and a human. One ruin, the House of Stone (east of Ardeep Forest), is an ancient
dwarven ruin with many secret areas, sliding rooms, and so forth -- with connections to the Underdark
through treacherous ways. An abandoned dwarven mine at Illefarn Mountain also provides Underdark
access.

Gharraghaur: an abandoned dwarven kingdom that lay where Mirabar now stands, its many mines are
now orc-holds. Two surface ruins, Orglaunt (where Blackraven joins Mirabar), and Halanaskarr (south
of the Lurkwood near the Shining Creek headwaters), may provide Underdark access.

Haunghdannar: a dwarven nation centered on the mountains east of Leilon. Three abandoned, lost keeps
of this nation are Alogh, Mnerim and Olphrintar. The most important remnant of the kingdom is
Southkrypt, a subterranean hold that is now home to monsters and could link to the Underdark.

Ironstar: this realm lay under the mountains north of the River Surbrin. The ruins of Mithril Hall are in
this region as well, and certainly provide access to the Underdark.

Oghrann: in the plains and mountains north of Evereska. Notable locations include the Hill of Lost
Souls, and the Far Hills (under which include the relatively small modern-day dwarven cities of
Thelarn's Fist, Sabrishon, Iritasker, Uestingpool and Tunthryn; these cities' caverns are shaped like
giant inverted cones and are more like wells than caves; the mushrooms grown in these cities are
especially delicious and are often sold to the people of the surface town of Easting).

Other Dwarven Locales:

Dungeon of Death: Located east of Miribar, it is an abandoned gem mine later populated by trolls,
reclaimed by dwarves, then lost again. Who or what now lives there is unknown.

Settlestone: The ruins of this city, in the mountains near the head of the River Surbrin, mark the way to
Mithril Hall.

Aecaurak Splendarrsonn: Also known as the Guilded Hall of Glittering Gems, this vast natural cavern
deep in the heart of Mirabar's mines serves as a temple of Dumathoin.

List of other Northern Clan Names:

3 von 4 21.04.2005 23:23


Arnskull
Battlehammer
Blackbanner
Blackhammer
Brimstone*
Buclebar
Darkfell
Deepaxe
Deepdelve
Eaglecleft
Foehammer
Gallowglar
Hillsafar
Horn
Ironthorne*
Jundeth
Narlagh
Orothiar
Quarrymaster
Rockfist
Stoneshoulder
Stoneshield
Trueforger
Watchever
Worldthrone
Wyrmslayer
Yund

Advanced Dungeons & Dragons, AD&D, DRAGON Magazine Forgotten Realms and Underdark are all property of TSR, Inc.

4 von 4 21.04.2005 23:23


Updated on October 31, 1998 | ericnoah@charter.net | Back to Underdark Campaign

Underdark Encounter Tables


... for a campaign set beneath the Forgotten Realms

Master Encounter Chart


d8+d12 Encounter Notes
2 Helpful Uniques celestials, good drow, good dragons, good undead
3 Underdark Reclusives kuo-toans, driders, myconids
4 Giants and Giant-kin stone giants, hill giants, ogres, ettins, verbeeg, formorian,
half-ogres, ogre mages
5 Adventurers many varieties
6 Common Undead skeletons, zombies, normal ghouls, shadows, crawling claws
7 Monsters miscellaneous monsters that don't fit elsewhere -- ropers,
mimics, oozes, otyughs, cloakers, darkness elemental, etc.
8 Goblinoid kobold, goblin, orc, hobgoblin, bugbear, gnoll, mongrelmen
9 Merchants/Travelers See Table D
10 Fauna See Table B
11 Flora See Table A
12 Flora (50%) or Fauna (50%) See Table A for Flora ; Table B for Fauna
13 Features & Events See Table C
14 Dwarves, Duergar, and dwarves, duergar, deep gnomes
Svirfnebli
15 Drow many varieties, from various cities, with appropriate
entourage
16 Humanoids (non-Goblinoid) See Table E
17 Priests of the Underdark Shar, Ibrandul, Cyric, Moander, etc. with appropriate
entourage
18 Rare Undead vampires, Ghoul Nobles, ghosts, spectres, revenants,
mummies, wraiths
19 Masters of the Underdark sharn, beholders, mind flayers, phaerim, aboleth
20 Deadly Uniques fiends, dragons, liches, powerful wizards, etc.

Table A: Flora
d8+d12 Encounter Notes
2 Obliviax Patch of Obliviax: AC 10; MV 0; HD 1/4; hp 2; THAC0 20; D 0;
SA steal memories, cast stolen spells; XP 35. A patch may have one
or two spells still in memory from a passing drow wizard: magic
missile or color spray.
3 Brown Mold Patch of Brown Mold: AC 9; MV 0; HD n/a; hp n/a; THAC0 n/a; D
0; SA drain heat (drains 4d8 hp from victims per round within 5'); SD
fire spells cause it to grow, immune to magic except disintegrate,
plant-affecting magic, and cold spells; SW cold spells cause it to go
dormant for 5d6 turns; XP 15. A patch typically rests somewhere
where animals can't easily escape it, such as at the bottom of a pit.

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4 Gas Spore Gas Spore (1-3): AC 9; MV 3; HD 1 hp; THAC0 n/a; D special; SA
spores (victim dies in 24 hours unless cure disease is cast), explosion
(causes 6d6 damage in 20' radius); SD looks like a beholder; XP 120.
5 Fungus -- Phycomid Phycomids (1-4): AC 5; MV 3; HD 5; hp 15; THAC0 15; D
d4+2/d4+2; SA alkaline globules (fire up to 12' range), infection (save
vs poison or grow mushrooms in d4+4 rounds, inflicts d4+4 damage,
and die in d4+4 turns unless disease is cured); SD immune to
mind-influence spells; XP 650.
6 Fungus -- Valuable Either a Herbalism (normal) or Underdark Survival (-2) check is
required to identify these as unusual. These varieties are generally
worth 20-40 gp per pound on the open market, and might be used for
such things as creating intoxicating beverages, making tough paper,
making dyes, or for being especially delicious. Usually 2-5 lbs of
such fungus is found.
7 Fungus -- Medicinal Either a Herbalism (normal) or Underdark Survival (-2) check is
required to identify these as medicinal. Each quarter-pound consumed
can either heal d8+1 hp damage over the course of the next hour, or
can give a poisoned creature a second save vs. poison to stop any
current poison effects. Rarer varieties can cure more or completely
neutralize poison. Typically 1-2 lbs are found at a time.
8 Fungus - Hallucinogenic Either a Herbalism (normal) or Underdark Survival (-2) check is
required to identify these as unusual. User must save vs. poison or be
afflicted with delusional insanity for 2-3 hours. Save means a mild
effect such as occasional hallucinations. Certain races will pay up to
50 gp per pound of mushrooms (usually 3-12 lbs are found).
9 Fungus -- Normal poisonous Either a Herbalism (normal) or Underdark Survival (-2) check is
required to identify these as poisonous. Common: eater must save vs.
poison or become ill for 2-5 days (MV rate is 3, no attacks are
possible, no spellcasting is possible, no natural healing occurs). Rare:
save vs. poison or lose 1-10 hp per day until dead.
10 Fungus -- Normal, edible Either a small patch with enough to feed one humanoid for 2-3 days,
or a large patch that can feed one humanoid for 10-20 days. Large
patches are generally tended by some intelligent race, such as goblins,
kobolds, drow, duergar, or derro.
11 Algae -- Edible Found in stagnant water, enough to feed one humanoid for 1-2 days;
must make CN check or contract a disease that leaves the victim
feeling weak and tired for 2-5 days (-2 to ST and CN).
12 Fireweed -- Edible This heat-absorbing plant not only is edible, but provides oxygen to
the Underdark. Typically enough to feed one humanoid for 2-5 days
but immense patches can be found in any especially warm areas.
13 Algae/Moss -- Poisonous Either a Herbalism (normal) or Underdark Survival (-2) check is
required to identify these as poisonous. Common: eater must save vs.
poison or become ill for 2-5 days (MV rate is 3, no attacks are
possible, no spellcasting is possible, no natural healing occurs). Rare:
save vs. poison or lose 1-10 hp per day until dead.
14 Lichen -- Phosphorescent Surrounding tunnel or cavern is lit as if by permanent faerie fire.
Usually, it is hard to dislodge enough lichen to carry any along.
15 Fungus -- Shrieker Shriekers (2-8): AC 7; MV 1; HD 3; hp 9; THAC0 17; D 0; SD
shriek; XP 120. Any movement or light nearby causes the fungus to
shriek; if it can be stopped in one round, the chance of attracting a
monster is 1 in 10; if it goes on longer, the chance is 6 in 10. Check
on the tables for Goblinoids, Fauna, Humanoids, Monsters, and
Underdark Reclusives.
16 Green Slime Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
17 Fungus -- Ascomoid Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .

2 von 9 21.04.2005 23:31


18 Fungus -- Violet Fungus Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
19 Yellow Mold Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
20 Shambling Mound Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .

3 von 9 21.04.2005 23:31


Table B: Fauna
d8+d12 Encounter Notes
2 Slug, Giant Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
3 Carrion Crawler Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
4 Centipede, Giant or Megalo- Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
5 Lizard, Pack or Riding Pack Lizard (1-4): AC 3; MV 9; HD 8; hp 40; THAC0 13; D 2d6
bite; SD immune to most poisons, regenerate 1 hp/half-hour, stick to
walls and ceilings; XP 1400. These lizards are 23-27 feet long. If
captured and taken to a city for training, they can be sold for 300 gp
each. 10% of lizards encountered are recent escapees, with a cargo
carried on a harness (cargo is worth 200-1200 gp, and typically
includes food, cloth, spices, other bulky cargo).
Riding Lizards (1-8): AC 7; MV 16; HD 5; hp 25; THAC0 15; D
2d4/2d4/2d6; SD leaping, sticky pads on feet; XP 975. Riding lizards
are much sought as mounts and as food. Live specimens can be sold
to drow for 200-500 gp depending on the age (the younger the better).
Recently slain riding lizards can be sold to goblinoids or especially
duerger for 75 gp per carcass. One lizard can feed 9 people for a day;
someone skilled in Cooking can preserve the meat for months.
6 Pedipalp, Large or Huge Large Pedipalp (1-4): AC 7; MV 12; HD 1+1; hp 6; THAC0 19; D
d8; SD immune to poison and acid; XP 35. These insects lack the
whips of their larger cousins.
Huge Pedipalp (1-4): AC 4; MV 12; HD 2+2; hp 12; THAC0 19; D
d6/d6/d8; SA grip with pincers; SD immune to poison and acid; XP
175.
7 Stirge or Whispering Moth Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
Whisperimg Moths (20-100): AC 10; MV 1, FL 14; HD 1; hp 1;
THAC0 20; D 1; SA swarm (up to 12 attacks per round), insanity
(save vs. death or become homicidal maniac for 24-WI hours), douse
light (even coninual light can be permanently destroyed); SD reflect
all spells cast directly on them; MR special; XP 175.
8 Osquisp Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
9 Giant Rat Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
10 Bat, Normal Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
11 Lizard, Spitting Crawler Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
12 Spider, Hairy or Large Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
13 Rothe, Deep Rothe (2-20): AC 7; MV 9; HD 2; hp 12; THAC0 19; D d3/d3/d8;
SA charge; SD dancing lights; XP 65. Notes: Deep rothe can each
cast dancing lights twice per day. Many encounters with a herd of
deep rothe begin with spooky, shimmering lights in the distance. Live
rothe, if captured, can be sold for up to 75 gp each to most Underdark
civilizations (drow, dwarves, duergar, goblinoids, etc.). One rothe can
feed 10 people; a person skilled in Cooking can cure the meat so that
it lasts for many months.

4 von 9 21.04.2005 23:31


14 Cave Fisher or Giant Scarab Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
Beetle ; MR ; XP .
Giant Scarab Beetles (1-4): AC 3; MV 6, Br 1, Jp 12; HD 6; hp 30;
THAC0 9; D 2-12; SA flare; SD jump; XP 420. These inoffensive
creatures run away from noise, but if confronted with the undead they
attack, creating a bright flare of light that damages undead or other
creatures made of shadow or darkness.
15 Spider, Huge or Giant Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
16 Beetle, Fire or Boring Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
17 Piercer or Shadow Asp Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
18 Rust Monster or Scorpion, Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
Huge ; MR ; XP .
Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .
19 Spider, Sword or Hunting Sword Spider (1): AC 3; MV 6; HD 5+5; hp 30; THAC0 15; D 2-8
bite/2-12 leg/2-12 leg; SA impalement, leap 30'; XP 2000. Notes: the
impalement leap gets only one attack roll, but if it hits, check victim
size: 3 legs if S, 4 legs if M, 5 legs if L, 6 if H, and 8 if G.
Hunting Spiders (1-3): AC 4; MV 8, FL 10; HD 3+3; hp 18; THAC0
17; D d3 bite plus poison; SA poison (save at +2 or lose 1 hp per
round for 15 rounds starting 10-30 rounds after the bite); SD wings
allow jumps of 70'; XP 650.
20 Purple Worm Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW
; MR ; XP .

5 von 9 21.04.2005 23:31


Table C: Features & Events
d8+d12 Encounter Notes
2 Dead Magic Area or Wild Dead Magic: An area 20-200 yards in diameter in which no magic
Magic Area works. Wild Magic: an area 10-100 yards in diameter in which
magic functions erratically. (see FR Adventures for details)
3 Treasure Roll random treasure type (d10):

1-5 10-40 cp and 10-30 sp


6-7 2-8 gems and 50% 1-3 art objects
8 5-30 gp, 1-8 pp, and 60% chance any 2 potions
9 1-4 gems, 2-20 gp, and 20% weapon/armor
10 100-300 cp, 100-400 sp, 40% 100-600 gp, and 40% 1-12
art objects

May be accompanied by Trap, Remains or other encounters.


4 Valuable Mineral Deposit Discovery of a valuable vein of gold, silver, or some gemstone.
Diligent mining can produce 2000-10000gp worth of the mineral, over
the course of several weeks.
5 Ruins Discovery of ruins of worked tunnels, passageways, tombs. Usually
3-5 distinct rooms or areas. Roll again for monsters on any of the
following charts: Common Undead, Humanoids, Goblinoids, Priests,
or Drow.
6 Poisonous Gas Discovery of a leak of poisonous gas in a 10-50 foot radius cloud.
PCs must save vs. poison or fall unconscious, then lose 1 hp per turn
until dead. Those who save must make a new save each round while
in the area of effect.
7 Trap Encounter with a simple trap -- a deadfall (does d6 damage, if 6 points
done roll as if critical blow to the head), a tripwire on a slope (fall for
d6 if DX check at -4 is failed), or a covered pit (fall for d6 plus chance
of hitting stone or wooden spikes). 30% chance that some intelligent
humanoid checks the trap soon after it is sprung.
8 Animal Remains Discovery of the remains of any animal on the Fauna chart, most
likely small animals like lizards and rats.
9 Cave Feature Discovery of an unusual feature in a cave, such as a vertical passage, a
hidden passage, an underwater passage, more than one level, a high
passage that is unreachable, etc.
10 Unusual Mineral Deposit Discovery of unusual, though not valuable, mineral deposit.
Examples include rock crystal growth, unusual stalagmites and
stalactites, color swirls or layers in the surrounding walls or floor,
pillars, curtains of limestone, etc.
11 Sound A sound is heard in the distance -- a thud, scream, yell, whisper,
scrape, clang, grunt, grind, whack, other sounds.
12 Trip/Fall One random party member slips and falls. DX check failure means a
sprain or strain that requires medical attention. If no attention is
given, the character cannot move enough to travel for the rest of that
day.
13 Signs of Passage Discovery of an old campsite, old runes carved on rock, bits of candle,
burnt out torches, etc.
14 Water Source Discovery of a small source of fresh water. Many water sources are
fiercely guarded by humanoids or animals.
15 Cave-in -- Inconvenient Party hears a crash up ahead. Tunnel is partially blocked and will
require 10 man-hours to clear unless they have unusual means at their
disposal.
16 Sentient Remains Discovery of a dead humanoid or other sentient being. Usually such
remains are stripped of valuables, but sometimes (10%) they carry
typical treasure for their kind.

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17 Falling Rocks A rock is dislodged from above, striking a random party member as
THAC0 10 (roll for surprise normally, if victim is surprised, no DX
bonus applies to AC; if a helmet is worn, no damage, otherwise 1-4; if
4 hp rolled, roll as a critical hit to the head).
18 Cave-in -- Deadly The section of tunnel around the party collapses, doing 10-40 hp
damage and trapping characters under heavy rocks. Unless freed by
someone, or unless they can lift 200-300 lbs, they are trapped. If
freed, they still need to spend 20-40 man-hours clearing the passage
enough to continue in either direction.
19 Drow Marker Either a drow way-marker rune (typically enchanted with either
lightning bolt or repulsion spells) or a drow sacred glyph (usually
enchanted with fire trap or Evard's black tentacles). Usually these are
placed to guard some other feature (water, radiation area, valuable
food source, mineral deposit, or treasure) but sometimes they are
left-over remnants that are no longer used but are still deadly.
20 Underdark Radiation Discovery of an area of natural radiation. Characters with infravision
perceive a soft purple glow in the area, which lights up the area as if it
were daylight but doesn't harm the eyes of beings sensitive to light.
Many radiation areas are guarded by the drow, who use this radiation
to power their unusual brand of magical weapons and armor. Some
radiation areas are used to store freshly-made weapons and armor until
they are radiated enough. Some areas that are not guarded by drow
are protected by drow waymarkers/runes.

Table D: Merchants and Travelers


d8+d12 Encounter Notes
2 Ilithid Slavers Mind Flayers (1-2):
Grimlocks (3-12):
Charmed Drow Warriors(0-3):
Slaves (10-30):
3 Beholder Slavers
4 Derro Merchants
5 Hobgoblin Merchants
6 Human Merchants
7 Kobold Merchants
8 Ogrish Merchants
9 Dwarven Weaponsmiths
10 Orcish Merchants
11 Goblin Merchants
12 Dwarven Merchants
13 Drow Merchants
14 Svirfneblin Merchants
15 Duergar Caravan
16 Human Merchants
17 Gnollish Merchants
18 Bugbear Traders
19 Elvish Merchants
20 Kuo-Toan Merchants

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Table E: Humanoids (Other than Goblinoids)
d8+d12 Encounter Notes
2 Trolls with Shaman
3 Were-bat
4 Trolls
5 Quaggoths with Jald and Quaggoths (d12+12): AC 6; MV 12; HD 2+2; hp 11; THAC0 19; D
Thonot d4 claw/d4 claw; SA berserk rage; SD immune to poison; XP 175.
Jald: AC 5; MV 12; HD 3+3; hp 18; THAC0 17; D d6+1 bow or
d4+1 claw/d4+1 claw; SA berserk rage; SD immune to poison; XP
270.
Thonot: AC 6; MV 12; HD 3+3; hp 21; THAC0 16; D d8+1 drow
mace +1; SA psionics, berserk rage; SD psionics; XP 1400. Psionics:
Lv3, MT/MBl, PS 15, PSPs 50; telekinesis, control flames, molecular
agitation; shadow form, cell adjustment, expansion, reduction.
Notes: This band is searching for new territory for its tribe. It
cautiously approaches non-agressive parties to get news of food, water
and monster activities in the tunnels ahead. The quaggoths speak
halting common. They will avoid parties containing drow, and will
outright attack surface elves. The Thonot or Jald holds (or wears) the
band's minor treasure: 10-40 cp, 10-30 gp, 2-20 gp, 2-8 gems, and 1-3
art objects.
6 Bainligor Young Bainligor (2-20): AC 7 (1 vs. missiles); MV 6, Jump 9; HD
2+1; hp 10; THAC0 19; D d4 claws/d4 bite; SA jump, stun prey; SD
dodge missiles; SW deafness spell blinds; XP 270.
Adult Bainligor (2-12): AC 7 (1 vs. missiles); MV 6, Jump 9; HD
4+3; hp 20; THAC0 17; D d6 claws/d6 bite; SA jump, stun prey; SD
dodge missiles; SW deafness spell blinds; XP 650.
Middle-aged Bainligor (1-3): AC 7 (1 vs. missiles); MV 6, Jump 9;
HD 6+5; hp 30; THAC0 15; D d6+1 claws/d6+1 bite; SA jump, stun
prey; SD dodge missiles; SW deafness spell blinds; XP 975.
Notes: These primitive bat people attack in swarms, using their stun
ability to leave victims almost defenseless. The older leaders each
carry treasure type Q. (see Dragon Magazine #227)
7 Troglodytes with Shaman
8 Gargoyles
9 Quaggoths Quaggoths (2d12): AC 6; MV 12; HD 2+2; hp 11; THAC0 19; D d4
claw/d4 claw; SA berserk rage; SD immune to poison; XP 175.
Hunting Spiders (1-3): AC 4; MV 8, FL 10; HD 3+3; hp 18; THAC0
17; D d3 bite plus poison; SA poison (save at +2 or lose 1 hp per
round for 15 rounds starting 10-30 rounds after the bite); SD wings
allow jumps of 70'; XP 650.
Notes: This is a hunting band working for a nearby encampment of
drow. If more than half of the quaggoths are killed, the rest flee,
returning to the location of the battle within 2 hours with drow
accompanying (choose off Drow Table).
10 Were-rats
11 Lizard Men
12 Troglodytes
13 Jermalaines
14 Grimlocks
15 Lizard Men with Priest
16 Hook Horrors
17 Pech
18 Minotaurs

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19 Doppleganger or Glouras Glouras (1-2): AC 4; MV 16, FL 3, Br 3; HD 4+4; hp 20; THAC0
15; D d8; SA charm; SD servants; MR 20%; XP 650. These little
faeries typically are accompanied by large spiders, giant bats, or
charmed goblinoids as guards. They will leave travellers alone but
might charm groups in order to fight off some greater menace.
20 High Minotaurs

Table x: x
d8+d12 Encounter Notes
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Monster Template: AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP .

Advanced Dungeons & Dragons, AD&D, DRAGON Magazine, Underdark, and Forgotten Realms are all property of TSR, Inc.

9 von 9 21.04.2005 23:31


Last updated on June 11, 1999 | ericnoah@charter.net | Back to Underdark Page

Note: If the map looks a little familiar, well, I kinda filched it from the Desert of Desolation series, altered it a tad here
and there, and voila -- Bain's Stronghold. The idea of a thief's severed hands roaming a haunted house was inspired by
an article from Dragon Magazine called "50 Castle Hauntings" by Michael Gabriel. Enjoy.

Bane of Bain
An AD&D Underdark Adventure
by
Eric R. Noah

[map of levels 1-2] [map of levels 3-4]

Summary: The Underdark merchant Harkstone gives PCs a chance to explore and get rich with an offer
to recover a large chunk of meteoric mithril from a merchant's abandoned underground home. They
discover that the merchant's home isn't exactly abandoned, nor are they the only treasure-seekers.

Players' Background: Harkstone gives the PCs the following information:

Bain Ironthorne was a famous dwarven merchant and thief. He spent many years attracting followers,
building a hideout, and acquiring unusual goods. In later years, Bain was caught in the act of thievery
and was punished by his dwarven kin. Soon after this, his followers started disappearing and making off
with Bain's fortune. Most of these items eventually surfaced and were accounted for. Not too much later,
Bain died and his hideout was lost.

Recently, though, Harkstone has learned that at least one band of explorers has discovered the location of
Bain's hideout and is headed for it in search of some valuable thing. What is sought is unknown.
Harkstone hazards a guess that this band is searching for a large chunk of meteor that Bain apparently
went to great expense to acquire. Could it be mithril?

Bain's hideout has been long missing but rumored to be somewhere in the Laughing Hollow region of the
Underdark. It is probably magically warded in some way -- a few folks have gone in, but none have ever
come out.

Harkstone offers the following deal: 200 gp for the group minimum, or 30% of the mithril's value. The
PCs must prove they were in Bain's hideout (and will be questioned within a zone of truth cast by Megruk
the Mongrelman Priest).

Setting the Stage: Encounters in Harkstone's Hold

A Blessing of Luck: Kemva, a false priestess of Tymora, places a curse on the party before they leave.
She approaches the most gullible (lowest Wisdom) party member and offers to bless him with the favor of
Tymora. She instead casts bane of Beshaba on him. A successful Religion check (if possible) indicates
that the PC notes that her prayer is strange somehow. The next four saving throws or Dexterity-based
ability checks are affected (-4, -3, -2, -1).

A Potential Fight: Some of Djarrus Gost's human guards, stirred up by Kemva, pick on a PC in the bar
area. As the PCs are talking or meeting in the bar area, three drunk guards come in and accuse one of the
PCs (the most unusual or most dangerous) of being a human-killer. If they can be charmed or somehow
disabled in the next two rounds of accusations, a fight can be avoided. Otherwise, they launch into a
pummeling attack, switching to weapons if they get hurt.

1 von 9 21.04.2005 23:03


Human guards (2nd-level fighters) (3): AC 6 (scale mail), MV 12, HD F2, hp 10 each, THAC0 20
w/sword (19 base, -2 for being drunk, +1 for strength or specialization bonuses) or 21 (punching while
drunk), D d2+1 punching, d6+2 short sword, 65 XP each. They carry short swords and wear the colors of
Gost (green snake on yellow).

Notes on Pummeling:

Barehanded punching does d2 plus ST.


Any attack that does less than 4 points of damage is Temporary Damage.
Chairs and stools can be used, they inflict d6 damage and are counted as "Slow" weapons.
Each attack requires an opposed ST roll. The defender is knocked down if the attacker wins the
opposed Strength roll. If both Strength rolls succeed, the character who succeeds with the highest
roll is the winner. If the attacker fails her Strength roll, there is no knockdown no matter what the
defender rolls. If the defender fails her Strength roll, there is no knockdown unless the attacker’s
roll succeeds.
If a pummeling attack scores a critical hit, the defender must save vs. death or be knocked
unconscious for 3d10 rounds. The attacker’s hit probability adjustment (from Table 1 in the PHB)
for Strength applies as a bonus or penalty to the saving throw.
If someone pulls a weapon, remember that any unarmed attack against an armed opponent invites
an immediate attack of opportunity.

Eventually, some of Harkstone's guards and some dwarves break up the fight.

Wise Words: Megruk asks to speak with the PCs before they leave. First, if the PCs seem a little
shorthanded, he offers the services of the young acolyte, Mellifleur the Hobgoblin (who is eager to go
anyway). He also offers gifts: a potion each of extra-healing, vitality and health (from his beaker of
plentiful potions); he also sends a self-heating kettle with Mellifleur to provide for cooking without a fire.
Finally, he gives the group a brief sermon about the roles of law and chaos in the Underdark. Chaos is
ever-present, unavoidable, even necessary. Chaos is the way of time, the way of nature, the way of
unthinking animals. Chaos will happen. But sentient, thinking beings do not need to help it along. Law
is the effort of the civilized to slow chaos, to keep destruction at bay long enough so that thinking,
dreaming, hoping, and loving can occur.

Leaving the Station: When the PCs are prepared to go, they are escorted to the entrance by two of
Harkstone's orog guards. The heroes pass the thick doors, the magical wards, the guarding golems. The
orogs joke with the group, but half-heartedly, as though they never really expect to see the heroes again.

DM Background

History of Bain's Stronghold. Bain Ironthorne was once the most influential merchant of the Underdark
in the Laughing Hollow region. He was also the greediest dwarf to ever live, and brought much shame to
his family and clan. He operated from a deviously constructed hideout, far from the lawful region of his
hill dwarf brethren, but still close enough to the Trade Way of the Underdark to run his business. There,
he and his merchant and thief comrades slowly amassed a fortune in stolen goods, cash and information.

Bain spent a lot of wealth on his home, the Mobius Tower. His defenses included mechanical traps, a few
masterful locks, and a trick stairway that (with the help of a teleportation spell and some conjuration
magic) never seemed to end and summoned images of intruders to defeat them. But the rest of his wealth
was gone by the time of Bain's death due to the treachery of his untrustworthy companions.

First, one of Bain's henchmen ratted on him about a serious robbery he had masterminded against a
Mountain Dwarf king. This king had Bain captured and hauled him in for public punishment -- the
severing of both hands, as is customary for one who steals from dwarven nobility. Bain returned home

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with two small wooden boxes containing his "souvenirs" of the punishment.

Bain's spirit was broken -- and his henchmen knew it. They slowly began to desert, and when each one
left for good, he took some Bain's treasure with him. Bain's fortune dwindled to almost nothing.

Bain had only one employee left by the time he died. On his death bed, he begged his partner, a human
named Bern Stark, to take care of the final details of his burial -- placing the body in an expensive crypt
in Waterdeep. Stark's greed overcame him, though. Stark locked Bain's body in a vault in the Mobius
Tower -- the same vault that held Bain's last remaining treasure, a chunk of meteoric mithril infused with
evil emanations from another plane -- and headed off with Bain's remaining wealth. Stark was unable to
leave the stronghold, though, for Bain's severed hands stalked him and strangled him to death.

Bain's hands wait patiently for new intruders to rob. Meanwhile, Bain's body is also in undeath -- the
meteor's evil animated him, and his greed keeps him going, for he continuously plots for the day when he
will be able to return to the wealth he once possessed.

Bain, then, is eager to have adventurers release him -- and thus can be bargained with. His hands, though,
are mindless, merely seeking to rob and kill.

Recent History. A group of duergar arrived at the Mobius Tower several weeks ago, searching for a map
or some clue to a secret treasure cache where Bain reportedly stored some of his booty. They duergar
were unsuccessful and were all killed. One duergar was slain on the trick stairs, while the others were
tracked down and killed by Bain's hands.

A small band of drow mercenaries from Shar'zan enters the stronghold mere hours before the PCs arrive.
These mercenaries include a a priestess of Shar, two drow scouts, and (now) two gnoll bodyguards (the
third was killed by one of Bain's hands). They are searching for some magical items stolen from priests
of Lolth, which they hope to sell in Menzoberranzan for a hefty price.

The meteor is a chunk of blackened metal which Bain excavated from the graveyard of a surface-world
church near Loudwater. He had learned that the meteor was there, and when the church put out a general
call for help in solving the problem of too many ghouls, Bain was there to convince them to let him dig in
their cemetary. He unknowingly solved their problem, because the meteor is infused with evil and was
causing the ghoul infestation in the first place.

Bain is now a modified ghoul:

Bain Ironthorne (modified ghoul): AL NE, AC 5, HD 3, hp 28, #AT 2 (see below), SA fear breath,
acid breath, and rust breath, each once per day; SD undead immunities. XP 1000. He attacks with a bite,
but can only do so if he hits with both of his ghostly spectral hands to draw the victim close enough.
The spectral hands do no damage, but the bite automatically does 1-8 hp damage. Each breath attack is a
10' cloud of gas that disipates after one round. Fear breath: victim must save vs. poison or stand rigid
for 1-4 rounds. Acid breath: victim must save vs. poison or take 2-8 hp damage. Rust breath: armor
and weapons made of metal must make an item saving throw vs. disintegration or be destroyed (magical
items are unaffected).

Bain's Hands

Both Hands are AC 3, hp 12, THACO 15, MV 18/FL 18 (3 1-turn periods per day), hit only by magical
weapons, standard undead immunities. They both can move silently 80% of the time. They both
regenerate 1 hp/round and can only be destroyed by burning, blessing after death, or by holy water.

Left Hand can hide in shadows (80%) and backstab (at +2 to hit, x4 damage, must have size S
weapon). It can strangle for 1-4 hp per round and can only be removed once attached with a
successful BB/LG roll (one try per round permitted), or by killing it. It wears a ring of fire

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resistance (immune to normal fire and magical fire causing less than 24 hp max).
Right Hand wears a ring of invisibility, and can pick pockets (70%). It can also strangle (as
above). It attempts obvious pouches, backpacks, and bags only, taking one item and flying away
invisibly.

Encounter Options: A Long Dark Way

Deep Gnomes Return: the gnomes from Glimmerfell return with rumors about an encroaching army of
undead. They can offer food, healing, and other assistance to their acquaintances.

Quaggoths and Spider: 2 quaggoths and a thonot, dealing with an ornery large spider. They don't want
to kill it, and will attack PCs who do so. PCs who help capture the spider are given a bladder of spider
venom and a bladder of venom antidote (will work as neutralize poison for spider poisions only).

Quaggoths (2): AC 6; MV 12; HD 2+2; hp 11; THAC0 19; D d4 claw/d4 claw; SA berserk rage;
SD immune to poison; XP 175.
Thonot: AC 6; MV 12; HD 3+3; hp 21; THAC0 16; D d8+1 drow mace +1; SA psionics, berserk
rage; SD psionics; XP 1400. Psionics: Lv3, MT/MBl, MTHAC0 17, MAC 8, PSPs 50; telekinesis,
control flames, molecular agitation; shadow form, cell adjustment, expansion, reduction.
Large Spider: AC 8; MV 6; HD 1+1; hp 8; D 1+poison (1 hp per round for 15 rounds, or no
damage if save at +2); XP 175 [half for killing].

Surface Adventurers: a haughty surface elf and companions bully the poor PCs.

Grisly Remains: a couple of bodies with heads split open, brains eaten.

Cave Fisher: AC 4; MV 1; HD 3; hp 12; THAC0 15 or 17; D 2-8/2-8; SA trapline; SD +1 or better


edged weapon to cut trapline; XP 175. It can shoot its trapline at THAC0 15, up to 60'. ST of trapline is
18/00 and it can reel in victim at 15' per round.

Events and Flora: from the Random Encounter Charts, good choices would be Inconvenient Cave-in
(takes 10 hours to clear); signs of passage; trip/fall; sound; Fireweed; Fungus -- edible or hallucinogenic,
or valuable, or medicinal.

Encounter Areas: Mobius Tower

Outside the Mobius Tower

A. Runes. Each PC passing this point makes a Wisdom check to notice a series of runes carved onto the
surface of the tunnel floor. They are faint and filled with dust. A dwarf automatically knows the meaning
of the runes; a thief can use his read languages skill to decipher them. The first rune warns of evil and
danger; the second denotes an outcast; the third denotes a convicted thief.

B. Secret Door. Anyone with a tracking proficiency will notice the signs of recent passage here -- the
drow party. The secret door is opened by pressing down heavily on a stalagmite near the door.

C. Passageway. A short hallway to the south terminates in a dead end. This is the receiver from the
teleporter in area 3. The passageway to the west extends for 100 feet and opens up on a circular stone
stairway descending. At the 60' point of this hallway, however, is a gaping open pit blocking the path.
It's 20' deep and 10' wide. It was a pit trap with a spring lid -- now broken. At the bottom of the pit are a

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pair of unremarkable humanoid skeletons and numerous rat skeletons.

1. The Stairs

Once PCs have rounded the first full 360 degrees, they will no longer be able to return to the top of the
stairs, nor can they ever reach the bottom. After descending four level's worth of stairs, the PCs may
discover a few things: the body of a dead gray dwarf, a secret door leading to the lowest level of the
mobius tower, and semi-material phantoms of themselves that attack the PCs.

The dwarf has been dead for about 3 weeks, and died from slashing wounds. It wears scale mail, helmet,
carries a short sword and a dagger. A backpack on the body contains 2 flasks oil, rope, firekit, icky food,
but otherwise looks open, as if it has been ransacked of any real valuables.

The secret door is found and opened normally.

Each time the PCs travel the full length of the tower (i.e., four levels worth, either up or down), they
encounter phantasms of themselves. These are purely illusiory the first time through; after this they begin
to have substance if encountered again -- 25% hit points and AC 10 thie 2nd time; 50% and AC 2 worse
than original the 3rd time; 75% hp and AC 1 worse than original the 4th time; and 100% hp and regular
AC the 5th and subsequent times. These phantasms are physically the equal of the PCs, but cannot use
magical or other special powers of the real PCs. They always appear just as the PCs do at the moment,
complete with wounds and equpment, and always coming from the other direction. Any PC with a
tracking proficiency notices that the phantasms leave no tracks. Their bodies and equipment vanish
immediately when slain. Any PC who kills an image of himself must pass a Wisdom check or be stunned
for 2-5 rounds; after passing this check, the PC never has to make this check again.

Inside the Mobius Tower


[map of levels 1-2]

Level 1

2. Foyer. Decorated with some ragged old wall hangings. One depicts the emblem of Clan Ironthrone,
another shows an entwined pattern of gold and green vines.

3. Kitchen. Counter space, stools, basins, crates, utinsels, and a small stove. Crates hold dusty remains
of food, bad wine (labels include Arabellian Dry, Turmish Spice - Nutmeg), barrels have soured beers
including Old One-Eye and Shadowdark Ale, and one still-potent hand-cask of Alurlyath from Skull Port
(weighs 10 lbs, worth 30 gp in the Underdark).

4. Pantry. This room was originally kept cold magically, but now the foodstuffs here have rotted into a
horrible mess. Attached to the ceiling is an ochre jelly. It drops down, gaining attacks on the 1st two
people entering.

Ochre jelly: AC 8; MV 3; HD 6; hp 18; THAC0 15, D 3-12; SD lightining divides but does no damage;
XP 270.

A secret door behind some shelving leads to a magical stairway which leads up to another secret door --
which opens up on the top floor of the tower (area 26).

5. Reception area. A few rotting couches, carpets, and throw pillows. A tattered book lies on one
couch: The Fall of V'elddrinnsshar (a tale in common about the ruin of a large drow city under the Vassa
region -- reading it reveals the existence of the goddess Kiaransalee in the drow pantheon; even drow PCs
will have little or no knowledge of such a deity). Scrawled on the inside cover is a crude hand-drawn

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map showing the region near the Cave of Bones, with a spot marked in Dwarven runes: "House Tormtor
cache - beware of gylph."

It refers to a hidden cache of drow treasure resting in a naturally-occurring area of Underdark radiation.
It is concealed behind a stone requiring 40 points of ST to move, and protected by a sacred glyph that
explodes for d4+12 fiery damage in a 5' radius.

The cache includes drow make weapons (mace +1, dagger +1, short sword +1), a pair of drow boots,
two drow cloaks (piwafwi), a set of drow chain mail +1, a buckler +1, a spidersilk sack containing 300
gp, and two sturdy wooden boxes. One box contains a Ghaunadaur priest scroll of mists of Ghaunadaur,
amorphous form, and elder eye (however, any non-Ghaunadaur worshipping priest attempting to use
these is struck permanently blind). The other box contains a wizard scroll with the following spells:
skyhook, invisibility, and lightning bolt. It should be noted that the weapons and armor (especially) show
the sign of House Tormtor of Menzoberranzan; anyone displaying these signs will be regarded
suspiciously (if Drow) or hunted down (if not Drow). Using these items is the same as impersonating
nobility -- which carries a punishment of death.

6. Central Hall. A couple of large tables for eating on and doing business over. A dagger lies under one
table, and a couple of peweter mugs and plates rest on others.

7. Phantom. The skeletal remains of a human lie near the beaded curtain to area 3. It wears the remains
of leather armor.
As soon as PCs enter the room, a phantom puts on a performance:

A tall, pale man, dressed for a long journey, enters the room from the western door and makes his way
toward the beaded curtain. Suddenly, a hand reaches out and begins to strangle the man. He drops
his baggae -- one sack splits open and hundreds of shiny gold coins spill out. The man struggles, then
finally collapses to the floor, melding with his remains. The phantom disappears.

All PCs who see this must make a save vs. spells or run in fear in a random direction to the extent of their
movement rate for one round.

The remains carry no treasure; only one normal stilletto and some scraps of clothing are left.

8. Teleporter to upper tunnels (Area C, the short hallway to the south). It works only with the command
word -- the name of Bain's mother, Eloise Ironthorne. Carved into the stone above the archway it says in
dwarven runes, "Speak the name of my beloved mother."

9-12 were once a series of suites for visiting merchants. Now they are the lair of the Left Hand.

9. Guardroom. Two round tables, a couple of old wooden mugs, a rusty dagger and 3 cp are all that are
apparent in this area. In one corner is the freshly-slain corpse of a gnoll, dressed in fine armor and
carrying a halberd, two-handed sword, dagger, backback containing food, rope, oil and firekit). The
gnoll's pouch is open and empty. Disturbing the corpse causes four hairy spiders to scramble out and
attack intruders.

Hairy spiders (4): AC 8, MV 14, HD 1-1, hp 3 each, THAC0 20, D 1, SA poison (+2 to save, causes +1
AC penalty, -1 THAC0, -3 to DX -- effects of dizziness last for 2-5 rounds), XP 65 each. These black
and red horrors are about the size of guinea pigs and leap and scurry with great speed.

While this melee goes on, Left Hand will creep up and backstab once with the dagger on the table, then
flee away from its lair to draw PCs away from its treasures.

10. Large sleeping room. The remains of a dozen cots and ratty bedding are all that remain here.

11. If PCs are here, Left Hand knows about it and is sneaking up on them.

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This room contains two desks, two chairs, and two larger cots. Inside the desk are some papers -- ledgers
with account info, notes on where certain kinds of goods can be sold. All info is quite old and out of
date. The PCs are attacked by Left Hand here until it is slain.

12. This narrow room contains Left Hand's treasures: 130 gp and 370 sp in neat stacks; 8 gems (5x10gp
-- azurite and obsidian, 2x50 gp -- jasper and onyx, 1x100 gp -- spinel), and three magic darts wrapped in
a red ribbon: a dart of silencing, a dart of blinding, and a dart of vapors. They can be used once each,
and do not require proficiency in dart to be used effectively. They can also be fired from a hand
crossbow.

If Left Hand wasn't completely destroyed (and has regenerated), it attacks again as PCs leave the room.

Level 2

Right Hand (invisible due to its magic ring) attempts to rob the PCs frequently on this level, especially in
rooms 20, 19, 13, and 14. It must make a Move Silently roll and a Pick Pockets roll to do so; if the PP
roll is 95 or higher, the PC notices the attempt.

13. This room was a major guard post -- lots of old shields hang on the walls and there are a number of
chairs and stools about. Shields depict various dwarven houses, cities and strongholds, as well as trophies
from goblinoid tribes.

14. Armory. The door is locked with a masterful lock (-15% to open) and trapped with some fairly old
poison gas (save at +2 or -4 to ST for 30 minutes). Inside are several sturdy wooden weapon racks and
the following weapons: 2 short swords, 3 spears (wood is warped), 4 maces, 1 long sword (actually a
cursed berserking sword +2; if curse is removed, it becomes a regular +2 sword). Some armor is also
available: 1 human sized scale mail, one dwarf-sized plate mail, and 1 medium shield (battered steel with
four beaten gold circles formed into a square).

15. These alcoves were for minor thieves and merchants in the operation -- and were among the first
rooms to be abandoned.
The center one on the north side has an odd-looking bundle of something in it -- a 2nd dead gray dwarf.
It wears leather armor and seems to be covered with some sort of cloak -- actually a cloaker. The dwarf
carries a dagger, food, rope, 18 gp, a 10gp quartz, and a piece of parchment containing some suggestions
(in his native tongue) on what his companions might find among Bain's treasures: radiated metal from a
meteor; a map to a cache of "hot" magical items stolen from a drow priest 150 years ago.

Cloaker: AC 3; MV 15; HD 6; hp 23; THAC0 15; D d6/d6/d4+victim's AC; SA numbing moan (-2 to hit
and damage), fear moan (save vs. spell or flee for 2 rounds), weakness moan (save vs poison or unable to
act for d4+1 rounds), hold moan (1 victim in 30', save vs. spells or held for 5 rounds), manipulate
shadows; XP 1400.

16. Intersection. A stone pedestal holds a brass bowl in the shape of a xorn. Its three arms can each hold
a small candle. It is worth 35 gp.

17. Temple to Abbathor, Dwarven God of Greed. Pillars in this room are limned with permanent faerie
fire. The dominant feature is a large statue of a devious-looking dwarf wearing leathers and furs,
grasping a dagger in one hand and a pile of golden coins in the other. The coins are real -- there are 14 of
them. Touching them causes a shock for d4 damage. Any thief in the group is automatically also
overtaken by the urge to steal a companion's most valuable item (this with the help of the Abbathor's
Greed spell). The thief must save vs. spells at -4 or attempt to pick pockets of one companion within the
next 10 rounds; the thief is free of the compulsion after trying once, but if successful will keep the item
and not reveal it for 20 days.

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Wide stairs at the east lead up to area 22.

18. Old guest room. Bookcase, bed. In the bedclothes is a bag of holding that can hold 250 lbs. The
bookcase holds such classic titles as Tales of Calimport, To Serve Fair Fortune, A Guide to Underdark
Fungus (gives reader the ability to distinguish between poisonous and edible fungus, and may help in
identifying valuable or medicinal fungi). All of the books are marked "Property of the Angrimm Library
and Scriptorium." Under the bed is a key that can open the Armory.

19. This circular room is bare except for the bodies of two fighter duergar; both appear to have been
strangled. The first wears plate armor, helm, gauntlets, carries a battle axe and a vial with a potion of
healing inside. His pouches have been ransacked. The second wears chain mail, carries a mace, food,
ale, lockpicks, a length of rope, a length of chain, spikes, a hammer, a light crossbow and 8 bolts, and a
broken vial of poison suitable for coating weapons. His pouches, too, have been ransacked.

20. Trapped Hallway.

a. has already been triggered by a fleeing duergar priest. He has a poisoned arrow in him and the
following items: banded mail, holy symbol (depicts a broken crossbow bolt on a shield), mace, food,
water, scroll of cure light wounds x2 and neutralize poison. His pouch has been ransacked.
b. A thin tripwire causes a volley of needles to fire from a wall. 1-6 needles attack at THAC0 13, they do
no damage but are poisoned (save or die in 1 turn).
c. The door has a 6" gap at the bottom for Right Hand to slide under -- it looks like it's been hacked out
by an untrained woodworker. It is locked and trapped with a squirt of acid (does 2d4, armor must save or
be destroyed).

21. Right Hand's Lair. Right Hand attacks visciously. Treasure includes 70 gp in assorted coins, 10
gems of 10gp each (moss agates and rhodochrosites), 9 gems of 50 gp each (bloodstones and star rose
quartz), a 50gp ring, a 75gp bracelet, a pair of 40 gp earings.

Level 3

[map of levels 3-4]

22. Display area. This room displays some of Bain's trophies: banners from two drow houses of
Menzoberranzan (Freth and Despana), a war banner from the Bloodjaw Ogres, and a tapestry stolen from
a surface human noble. All are in poor condition and are basically worthless, but both drow houses
would pay 50 gp (or a valuable service) for the story of where their respective banners were found.

The back of the room holds a metalframe manequin that wears ogre-sized ring mail, carries a Bloodjaw
large shield and a great spiked club. The ring mail, if sold to a large being, could fetch 3 times normal
value.

23-24. A small party of drow from Shar'zan are here, searching for secret doors. They figure there must
be a way to another level, but haven't found the secret door leading to Bain's crypt. In the meantime, the
gnoll mercenaries are resting. They have discovered the teleporter but do not know the command word
for it. They are looking for a cache of magical items stolen from some priestesses of Lolth, which they
hope to sell on their way through Menzoberranzan for a hefty price. Rylda uses her mind reading spell to
probe the party to see if they know where Bain's crypt is, if they've found any drow magical items, if
they've found any secret doors, or if they know what the command word is for the teleporter. They make
a show of befriending the party then betray them at an opportune moment.

Rylda Seerstar, Drow Patrol Leader (Priestess of Shar): AC 2 (1 vs. first attack -- buckler); MV 12;
HD Pr3; hp 17; THAC0 17; D mace +1 d6+3; SA inherent spells: may cast darkness x2 and blindnes x1;
SD hide in shadows, magic resistance, 120' infravision; SW blinded in continual light; MR 58%; XP
1400. She wears drow chain +1 and a buckler as well as drow boots and cloak (75% move silently and
hide in shadows). Her spells are: cause fear, spider climb, cure light wounds x3, darkfire and mind

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read. She carries a backpack with some food and water, a priest scroll of neutralize poison and animate
dead, a finely crafted silver-and-onyx ring (90 gp), and a piece of jet worth 120 gp.

Qwur and Geffon, Drow Scouts (male Thieves) (2): AC 6 (DX and rogue bonus); MV 12; HD T1; hp
5 ea; THAC0 20; D d4/d4 (daggers) or d3 (hand crossbow); SA backstab x2; SD hide in shadows, magic
resistance, 120' infravision; SW blinded in continual light; MR 52%; XP 270 ea. Each has a hand
crossbow, 12 bolts, a pair of daggers, about 11-18 gp, and a length of rope.

Gnoll Mercenaries (2): AC 5; MV 9; HD 2; hp 7 each; THAC0 19; D glaive d6; SA trip with glaive; XP
35. These mercenaries speak Undercommon fairly well, and if their leader is killed, they beat a hasty
retreat. Unfortunately they don't know a way out of the stronghold, so they will cower in the stairway
(area 1).

25. Old Fest Hall. This room is filled with many webs. A crack in one wall has let in several nasty
critters. The walls, obscured by webs, hold several framed pictures of dwarves from Clan Ironthorne,
including one of Baine's mother, Eloise Ironthorne. The portrait is labeled with her name on a small gold
plaque. She is a particularly ugly dwarf.

Hunting Spiders (3): AC 4; MV 8, FL 10; HD 3+3; hp 18; THAC0 17; D d3 bite plus poison; SA
poison (save at +2 or lose 1 hp per round for 15 rounds starting 10-30 rounds after the bite); SD wings
allow jumps of 70'; XP 650. They eat numerous rat-sized white crickets and grubs that crawl on the floor
in this room.

Level 4

26. Large Meeting Hall, storage area. Magically preserved tapestries line two walls -- they are incredibly
heavy (70 lbs each when rolled up) but are also quite valuable. They depict scenes from a legendary
battle between dwarves and drow. Each is worth 200 gp to a dwarf or 300 gp to a wealthy/noble drow.
The boxes and crates hold little of value; most are opened or smashed. The rug on the floor is ratty and
worthless.

27-28. The secret door must be found, then the vault door must be opened. The door can only be opened
by placing Bain's hands in two hand-shaped depressions in the door. A thief listening at the door can hear
some occasional shuffling or walking sounds inside, and some faint moaning. Bain really only wants to
escape, but once he reaches area 7 and sees that his former henchman is already dead, he waits in the
alcove (area 8) and launches himself at the intruders, fighting until destroyed.

There is indeed a chunk of meteor here, it is about 2 feet across and weighs a remarkable 200 lbs. PCs
with infravision can see that it is radiating a little heat of its own. PCs don't need to bring it back to get
their reward, but if they can think of a clever way of carrying it, give them 600 XP to split. It is worth
2,000 gp, so Harkstone will give the group 600 gp for its recovery.

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bain1.jpg (JPEG-Grafik, 800x600 Pixel) - Skaliert (93%) http://webpages.charter.net/ericnoah/noahrpg/bain1.jpg

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bain2.jpg (JPEG-Grafik, 800x600 Pixel) - Skaliert (93%) http://webpages.charter.net/ericnoah/noahrpg/bain2.jpg

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Updated on September 18, 1999 | ericnoah@charter.net | Back to Underdark Page

Lair of the Red Tooth


by Eric Noah

Map of the Lair of the Red Tooth (~95k gif)

Note: This was one of my least plot-driven adventures. I was attempting to create more of an environment for the PCs
to play around in. In retrospect, I wish I had included more plot elements. I have provided a fairly large "menu"of
creatures to choose from, especially when exploring the canyon portion of the complex.

Setup: The tribe of kobolds known as the Red Tooth was recently decimated by an attack of ghouls led
by the True Ghoul known as Rotblood. The PCs are drawn to the now-abandoned Caves of the Red
Tooth Tribe in search of a rumored treasure that grants invulnerability, and to find out more about the
menace known as grave rot. The “treasure” was actually a trio of deep dragon eggs. Two of the eggs
have hatched and so the two dragon hatchlings roam the complex looking for a way to escape. In
addition, PCs will learn of a home-brewed cure for grave rot.

Overview of the Lair


Entrance & Traps: This area was once manned by kobold archers, who controlled portcullises and trap
doors. Now it is a deadly gauntlet as Rotblood has placed several kobold skeletons with bows here, their
arrows coated with filth that can cause grave rot. The side chambers are accessed through smaller tunnels
that come from the Warrior Quarters.

The Canyon: This deep chasm was both a source of food and water as well as a constant menace for the
tribe. Its main features are a natural hotspring and stream, both of which make the area very warm and
steamy, abundant plant life (gigantic mushrooms, glowing patches of moss on walls and ceiling), and
fauna (a heard of rothe, dangerous creatures like stirges, giant centipedes, snakes and beetles). Also, one
of the deep dragon hatchlings lives in the canyon. Finally, the canyon also provided natural defense to
the kobolds, as its various caves were linked by rope bridges that could be cut at any time. A chief item
of value here is a particularly moist variety of fungus that can provide protection against the deep
dragon’s acidic breath weapon; other substances in the lair can serve as vital components of a cheap,
available cure for grave rot.

Work Areas: processing areas for mined minerals, forge, toolmaking, weaponmaking, armoring.

Warrior Quarters: weapons, armor, sleeping areas, training areas, access to entrance guard points,
access to pit trap receptacle room.

Temple Area: The priest of Kurtulmak was left behind here to die of grave rot. The priest can provide
information about the True Ghouls and especially about a possible cure for grave rot.

Young: A flock of stirges now nests in this area.

Food Storage: Caves that held dried and otherwise prepared foods; areas for slaughtering rothe that were
caught. Now the area has become infested with vermin such as osquisps.

Chief & Females: The chief has recorded valuable information on the locations of various types of
minerals in the region. These maps could fetch thousands of gold pieces if sold to dwarves or other
miners.

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Treasure Area: One of the three eggs is already hatched; one is hatching as PCs enter, the third is yet
unhatched.

Encounter Descriptions
1. Main Tunnel. To those not looking closely, the walls are merely covered with years of mossy growth.
One area, however, covers the main doors to the kobold lair.

2. The large stone doors are jammed shut, requiring an open doors roll to open.

3. The tunnel is blocked by a metal grating that rises into the ceiling. It is quite heavy and must be lifted
in order to pass. Alternately, levers inside rooms 7 & 8, when pulled simultaneously, open the grate. A
pair of kobold skeletons fires filth-encrusted arrows through the arrow slits if PCs start messing with the
grate. PCs struck by arrows are exposed to grave rot (after battle, wounded creatures must save vs.
poison or lose d6 hp per day until cured or until passing a daily Constitution check at –4).

4. The length of the tunnel is pierced with more arrow slits, and one kobold skeleton mans each. As PCs
pass the points marked X, they are fired upon (1 arrow per slit). Running PCs gain a +2 bonus to AC;
however, they are then quite likely to plunge into the pit (area 5).

5. This pit isn’t particularly well covered. It’s a stiff piece of rothe leather covered with a layer of dirt.
The first PC across falls 15’ into area 9, taking d6 damage and is attacked by the kobold ghoul there.

6. This grate is also heavy, and it cannot be lifted at all if the first grate is not pulled shut. It can be bent
enough to provide passage, but it takes two successful Bend Bars attempts, which must be separated by at
least 2 rounds of rest. Or, it can be treated as a “trap” and a rogue, using his Remove Traps skill, could
disarm the mechanism that requires the other gate to be down. This takes 4 or 5 rounds at normal
chance. In the meantime, the skeletal archers at the “windows” overlooking the canyon fire two arrows
per round each (a total of 6 kobold skeletons) until 6 rounds have passed, at which point they run out of
arrows.

7. Gauntlet South. Eight kobold skeletons await intruders. Their job is to fire arrows at them until they
run out of arrows (each has 12). The arrows are kept in the bodies of their former comrades, the rotting
bloated carcasses of kobolds who were infected with grave rot. There is little in the way of treasure here.
Also in this room are levers that raise or lower the grates. A ladder leads up to area 31 through a small
hole in the ceiling.

Kobold Skeletons: Int. 0 Non-intelligent or not ratable; AL N; AC 7; MV 12; HD 1; hp 6; THAC0 19;


#AT 1; Dmg 1-3 ; SD immune to sleep, charm, hold spells & cold, 1/2 dmg from P & S weapons; SZ S;
ML Fearless (20); XP 65. They use short bows and arrows coated with filth.

8. Gauntlet North. Identical to area 7 in all respects.

Kobold Skeletons: Int. 0 Non-intelligent or not ratable; AL N; AC 7; MV 12; HD 1; hp 6; THAC0 19;


#AT 1; Dmg 1-3 ; SD immune to sleep, charm, hold spells & cold, 1/2 dmg from P & S weapons; SZ S;
ML Fearless (20); XP 65. They use short bows and arrows coated with filth.

9. The cave below the pit is now the home of a kobold ghoul who was trapped here. The tunnel to the
north leads to a locked grating; the lock is fairly simple to pick, however (+10% chance).

Kobold Ghoul: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp 12; THAC0 19; #AT 3; Dmg
d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD Undead immunities; SZ S; ML Champion-Fanatic
(15-17); XP 175.

10. Bridge. This is the first real glimpse of the canyon. The first thing PCs notice is the moisture and
heat – it is warm and humid here. The second thing that they notice is that there are several heat sources

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in the canyon. One is the warm stream; another comes from a heard of rothe at area 60. If PCs make
noise, some of the rothe activate their dancing lights power, causing weird glowing shapes to move about
the canyon floor. Some of the canyon walls are covered with a lightly glowing moss. Overall, they can
see quite well with a combination of infravision and the glowing moss. PCs can hear running water, the
occasional distant screech of some kind of animal, and a low huffing sound.

The canyon floor is 30-40 feet below most openings along the sides. The ceiling is about 30’ above the
level of most of the bridges. The bridge itself is made of rope and planks of a petrified mushroom (very
much like wood). It is sturdy and wide here, perhaps 8’ wide. It has no handrail of any kind.

As PCs step onto the bridge, the baby deep dragon that lives in area 66 launches itself silently into the
air. It flies along the ceiling, and unless the PCs look up they get only an instant’s warning before it
blasts them with its breath weapon. It then continues to fly toward the nest area (it can be attacked for
one round during this time if PCs have missile weapons), where it will land and assess the damage it has
done. If it thinks it can get away with another attack, it will fly back for one round (during which it can
be attacked), at the end of which it attempts to knock one of the PCs (a small one if possible) off the
bridge. If it hits with a claw (it gets two tries), an opposed strength roll is made (baby dragon = ST 18),
with a +4 bonus for each difference in size (it is only size M). If it wins the roll, the PC is knocked off the
bridge. The PC gets a DX check with a +d10 modifier to grab onto the edge of the bridge. If the PC falls
down, the dragon flies for a round, turns around and flies back for a round, at the end of which it lands
near the PC and begins to attack. If it is damaged in any way, it breaks off whatever it is doing and flees
to its lair.

Deep Dragon Hatchling: Int. 15-16 Exceptionally intelligent; AL CE; AC 3; MV 12, Fl 30(C), Sw 9, Br
6; HD 8; hp 38; THAC0 13; #AT 3; Dmg 3-12/3-12/3-24 (+1 dmg); SA Corrosive gas 1/3 rnds (2d8+1);
SD clairaudience of 20’ range in lair, detect hidden and invisible creatures within 10’; SZ M; ML Fanatic
(17-18); XP 3,000. SA breath weapon is a cloud 30’ long, 20’ wide and 10’ high, and it corrodes only
flesh (including undead flesh).

11. This wide, high tunnel is the entrance to the kobold work area. Work generally meant mining for the
kobolds, and this was the area where they would bring cartloads of ore. Kobold miners would use various
methods to extract platinum, copper, silver and other metals from ore. Some of their tools lying about
include hammers, chisels, poorly-made anvils, barrels, boxes, sifting tables, carts, ropes, spikes, sacks,
pokers, tongs, clamps, molds, bellows, and so forth. All are shoddily made, barely adequate to the task.
Two areas have forges (with smoke holes in the ceilings that lead up to who-knows-where).

12. This room has tools and other equipment, crates of crude iron ingots, but nothing of value.

13. Hiding among piles of ore are two kobold ghouls left behind by Rotblood. They are hungry and will
attack PCs on sight.

Kobold Ghouls: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp 10; THAC0 19; #AT 3; Dmg
d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD Undead immunities; SZ S; ML Champion-Fanatic
(15-17); XP 175.

14. Forge. This area has a boxes of completed ironwork (nails, spikes, crude hinges, metal poles, metal
wire).

15. This forge has a box of completed short sword blades and arrowheads. At the bottom of the box is a
leather sack containing 47 sp.

16. Dozens of filled sacks line the wall here. They contain rothe manure, which was used as fuel for the
forges.

17. Buckets, a cart and a 20’ long wooden ladder are the main items in this room. Hiding under a sheet
of cloth in the cart is another kobold ghoul.

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Kobold Ghoul: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp 10; THAC0 19; #AT 3; Dmg
d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD Undead immunities; SZ S; ML Champion-Fanatic
(15-17); XP 175.

18. A pair of kobold skeletons guards this entrance. They shoot arrows at the PCs. Their arrows are not
coated in filth and thus don’t cause grave rot. Also, if the PCs seem up to it, the deep dragon hatchling
flies by again with another shot of its acidic breath.

Kobold Skeletons: Int. 0 Non-intelligent or not ratable; AL N; AC 7; MV 12; HD 1; hp 6; THAC0 19;


#AT 1; Dmg 1-3 ; SD immune to sleep, charm, hold spells & cold, 1/2 dmg from P & S weapons; SZ S;
ML Fearless (20); XP 65.

19. The remains of about 6 kobolds are scattered about this room. The walls are splashed with dried
blood.

20. Two kobold ghouls lurk in this tunnel waiting for the PCs.

Kobold Ghouls: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp 10; THAC0 19; #AT 3; Dmg
d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD Undead immunities; SZ S; ML Champion-Fanatic
(15-17); XP 175.

21. Central cavern. Dozens of ragged beds fill this cavern. A mass slaughter of kobolds took place here,
and the half-eaten remains of two dozen kobolds is scattered about. PCs can also find about a dozen
weapons (daggers, short swords, spears).

22. & 23. These side caverns are each home to 3 kobold ghouls, who look for opportunities to attack with
surprise.

Kobold Ghouls: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp 10; THAC0 19; #AT 3; Dmg
d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD Undead immunities; SZ S; ML Champion-Fanatic
(15-17); XP 175.

24. This area has several crudely formed weapon racks made of petrified mushroom. The racks hold a
few poorly made short swords and spears.

25. This room is better appointed than some, with less-ratty furs as bedding. It was the home of the
strongest of the kobolds (besides the chieftain), Chokto. He was turned into a ghoul and taken from the
complex with the others, but some of his treasures remain behind in a hidden hole in the floor: 6 chunks
of polished onyx (worth 15 gp each), a half-full bottle of some foul liquor, a gold ring with a smiling
female elf’s face on it (worth 45 gp), and 18 gp.

26. Since the kobolds left, a nest of giant centipedes has taken up residence in a pile of dead kobolds. If
disturbed, the offending PC is automatically surprised and attacked by one. They then scurry about,
randomly attacking or attempting to escape.

Centipede, Giant (14): Int. 0 Nonintelligent or not ratable; AL N; AC 9; MV 15; HD 0+2; hp 14x2;
THAC0 20; #AT 1; Dmg Nil; SA Poison (save at +4, 2d6 hours of paralysis); SW make all saves at -1;
SZ T; ML Unsteady (5-7); XP 35.

27. This was Urto and Snog’s room (along with a few other kobolds of higher status). Unless the twins
left something here, there is nothing to be had here.

28 & 29. These were more secluded sleeping areas for greater heroes, and also served as a place to play
games or get drunk. As PCs approach area 29, they hear a tiny whispering sound. They can see a small
cage holding three nearly starving jermalaines caught just before the invasion. The miniature men want
only to be released and set free. They tell PCs anything they know. They basically saw only some

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bad-smelling kobolds attacking other kobolds and eating them. The bad-smelling kobolds said something
about returning taking their army towards Menzoberranzan.

Jermalaines (3): Int. 8-10 Average (human) intelligence; AL NE; AC 7; MV 15; HD 0+4; hp 4 ea;
THAC0 20; #AT 1; Dmg 1-2 or 1-4; SA Traps & nets; SD 75% undetectable opponents suffer -5 penalty
to surprise rolls; SZ T; ML Steady (12); XP 15.

30. At this point, one tunnel descends and one ascends.

31. This tunnel has holes and ladders leading to areas 7 and 8.

32. This tunnel’s ceiling drops down to about 3’ high, and becomes choked with the remains of young
kobolds about halfway through.

33. Hiding in this alcove is another kobold ghoul, who attacks viciously.

Kobold Ghoul: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp 10; THAC0 19; #AT 3; Dmg
d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD Undead immunities; SZ S; ML Champion-Fanatic
(15-17); XP 175.

34. These small caves were once the homes of young kobolds. Various kobold toys are lying about. The
area is splattered with blood and littered with small bones. The caves are now home to a large flock of
stirges. A few bold ones swarm out to attack (2 per PC). Fire frightens them away.

Stirges (2 per PC): Int. 1 Animal intelligence; AL N; AC 8; MV 3, Fl 18(C); HD 1+1; hp 6; THAC0 19;
#AT 1; Dmg 1-3; SA blood drain; SZ S; ML Average (8); XP 175

35. The young kobolds had a pair of giant lizards as pets. Rotblood and his gang slew and ate the flesh
of the lizards, then animated the skeletons. They have orders to attack any humanoids.

Lizard skeletons (2): Int. 0 Nonintelligent or not ratable; AL N; AC 5; MV 15; HD 3+1; hp 14, 12,
THAC0 17; #AT 1; Dmg 1-8; SD undead immunities; SZ H; ML Fearless (20); XP 175.

36. As PCs cross this bridge, the deep dragon attacks again, this time more violently because it senses
that they are getting close to its lair. It swoops by with a breath, flies and returns to again try to knock
someone off. It then continues to fly back and forth, attacking with its claws each time. If only one
opponent remains on the bridge, it lands on the bridge and attacks with claws and a bite. If wounded
more than halfway, it retreats to its lair.

37. A pair of kobold ghouls, once acolytes, guards this area. They attack with maces rather than their
claws. They are wearing 20 gp worth of cheap jewelry, and one has a forgotten potion of healing.

Kobold Ghouls: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp 10; THAC0 19; #AT 3; Dmg
2-7; SA Paralysis (for 1-2 rounds, save at +2); SD Undead immunities; SZ S; ML Champion-Fanatic
(15-17); XP 175.

38. A crude, softly glowing statue of Kurtulmak rests in the back of this large cavern. Any gnome who
enters the temple is immediately struck blind until blessed by a priest or a remove curse or cure blindness
spell is used. All about, kobold remains are strewn. From the remains, 14 kobold skeletons rise up,
wailing and chanting, and attack. The tunnel to area 39 is blocked with chunks of stone. Beyond this pile
of rocks, a weak voice cries for help. It is the voice of the high shaman, Grankurmok.

Kobold Skeletons (14): Int. 0 Non-intelligent or not ratable; AL N; AC 7; MV 12; HD 1; hp 6; THAC0


19; #AT 1; Dmg 1-3 ; SD immune to sleep, charm, hold spells & cold, 1/2 dmg from P & S weapons; SZ
S; ML Fearless (20); XP 65.

39. The shaman Grankurmok, mortally wounded and stricken with grave rot, has miraculously survived

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though he is perilously close to death. He informs the PCs that he’s been given a vision of a widely
available cure for graverot. On his shelves are a few potions healing x4 (and several empties – he’s been
keeping himself alive this way), a potion of spider climbing, and a vial of rothe urine.

Grankurmok, Kobold Shaman: AC 10, MV 0 (6), LV P4, hp 1 (23), THAC0 20 (18), #AT 0 (1), D by
weapon, SA spells: invisibility to undead, cause fear, darkness, cure moderate wounds, spiritual hammer.

Grankurmok, Kobold Ghoul: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp 10; THAC0 19;
#AT 3; Dmg d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD Undead immunities; SZ S; ML
Champion-Fanatic (15-17); XP 175.

40. Three kobold skeletons guard the way here.

Kobold Skeletons: Int. 0 Non-intelligent or not ratable; AL N; AC 7; MV 12; HD 1; hp 6; THAC0 19;


#AT 1; Dmg 1-6 (short swords) ; SD immune to sleep, charm, hold spells & cold, 1/2 dmg from P & S
weapons; SZ S; ML Fearless (20); XP 65.

41-48. Food preparation and storage. Lots of edibles here, also various types of utensils, containers, etc.
Some have been spoiled, others have lured critters.

Rat, Osquip (5): Int. 1 Animal intelligence; AL N; AC 7; MV 12, Br 1; HD 3+1; hp 19, 20, 2x14, 17;
THAC0 16; #AT 1; Dmg 2-12; SZ S; ML Unsteady (7); XP 120.

49. Broken bridge.

50-57. Chieftain and females area. 56 has a map with information on several areas of possible mining
interest (platinum deposit, mithril, and gold). A few kobold ghouls lurk here, as well as the shadow of the
Red Tooth tribe's chief.

Kobold Ghouls (3): Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp 10; THAC0 19; #AT 3;
Dmg d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD Undead immunities; SZ S; ML
Champion-Fanatic (15-17); XP 175.

Shadow (1): (Int. 5-7Low intelligence; AL CE; AC 7; MV 12; HD 3+3; hp 17, 3x14; THAC0 17; #AT 1;
Dmg 2-5 + special; SA Strength drain; SD +1 or better weapon to hit; SZ M; ML Fearless (20); XP 420)

58. Nest and Treasure. Writing on the walls of the tunnel warns that danger lies ahead. Treasure
includes a wand of frost (14 charges), a mace +1 called Charity that is aligned NG and can cast remove
fear 1/day (it can be used by any good-aligned being, but it made the kobolds uncomfortable), a wizard
scroll containing the spells dispel magic, displace self, and water breathing, and a kobold sized suit of
coin mail made of silver pieces (weighs 40 lbs, worth 240 gp). Buried under the treasure is a crate
containing 30 ingots of silver (each ingot weighs 2 lbs and is worth 11 gp) and an intelligent longsword --
a flametongue +1 called Darkfyre (it can cast cure moderate wounds, silence 15' radius, and aid each
once per day, but only when the wielder is on a mission determined by Darkfyre). The sword
immediately teleports the entire party and any loose objects within about 20' (including the other treasure
and the dragon eggs) to a location in Skullport, where they will be immediately geased by one of the
Skulls to accomplish some bizarre task. Also the dragon eggs are here. If the PCs are up for a fight, the
second dragon has just hatched. If not, there’s still just one unhatched egg.

59-68. Canyon. This hot, damp region is teeming with life. In addition to the specific encounters listed
below, there are other types of plants and animals roaming about:

Plants: puffballs (similar to gas spores but stationary – if damaged they explode for 3d6 in a 10’
radius, and all in the area must save vs. poison or die in 24 hours unless a cure disease is used);
fireweed (inoffensive plant that thrives on heat); ascomids and phycomids (see below); shriekers
and violet fungi.

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Phycomid (Int. 0 Nonintelligent or not ratable; AL N; AC 5; MV 3; HD 5; hp 2x21, 20; THAC0
15; #AT 2; Dmg 3-6/3-6; SA Infection (save vs poison or die in 1d4+4 rnds); SZ T; ML Elite (14);
XP 650)
Ascomoid (Int. 0 Nonintelligent or not ratable; AL N; AC 3; MV 12; HD 6+6; hp 28; THAC0 13;
#AT 1; Dmg Special; SA Knock down, jet spore (save or die in 1d4 rnds); SD saving throw
bonuses, reduced damage from weapons; SZ L; ML Champion (15); XP 1,400)
Bat, Night Hunter (Int. Average to High (8-14); AL NE; AC 6; MV 2, Fl 18(A); HD 2+2; hp 11,
12, 14, 2x16, 15, 10; THAC0 19; #AT 4; Dmg 1-4/1-2/1-2/1-6 or 3-12; SZ M; ML Steady (11); XP
175)
Bat, Large (Int. 1 Animal intelligence; AL N; AC 8; MV 3, Fl 18(C); HD 1d4; hp 2x1, 2x4, 3x2, 3;
THAC0 20; #AT 1; Dmg 1d2; SA Bite has 1% chance per hit of dmg it inflicts that tartet gets
rabies; SD +3 AC bonus vs missile fire from opponent with a Dexterity less than 14; SZ M; ML
Unsteady (5-7); XP 35)
Tick, Giant (Int. 0 Nonintelligent or not ratable; AL N; AC 3; MV 3; HD 4; hp 20, 26, 21;
THAC0 17; #AT 1; Dmg 1-4 (50% chance to contract fatal disease that kills in 2d4 days); SA
successful hit causes 1d6 pt blood loss per turn until blood loss equald ticks hp; SZ M; ML Average
(8-10); XP 120)
Assassin Bug (Int. 0 Nonintelligent or not ratable; AL N; AC 5; MV 6, Fl 18(C); HD 1+1; hp 3, 9;
THAC0 20; #AT 1; Dmg 1-4; SA male bite paralyzes body part (save vs poison), female injects
eggs into paralyzed part; SD 1d6+6 eggs hatch in 13-24 hours, 1 pt dmg per larva; SZ S; ML
Unsteady (5-7); XP 120)
Crystal Ooze (Int. 1 Animal intelligence; AL N; AC 8; MV 1, Sw 3; HD 4; hp 23; THAC0 17;
#AT 1; Dmg 4-16; SA Poison; SD 75% invisible, immune to acid, cold & heat/fire, weapons do 1
dmg per hit; SZ M, L; ML Average (10); XP 420)

59. Rothe herd being pestered by stirges. The rothe create dancing lights to scare away the PCs or the
stirges.

60. Drinking hole. A few rothe are generally here wading or drinking from this warm pool.

61. Edible mushrooms. These purple blotched mushrooms are nutritious.

62. Poisonous mushrooms (but oil of acid resistance can be extracted from them – makes PC
invulnerable to deep dragon breath).

63. Scarab Beetles. These large black beetles light up if PCs approach. They do not attack unless
molested. If any undead are nearby, the undead flee from the light.

64. Woody fungus. These large mushrooms can be dried and used to make wood-like materials. Giant
snake’s lair is in a hole hidden in this region.

Giant Constrictor Snake: Int. 1 Animal intelligence; AL N; AC 5; MV 9; HD 6+1; hp 23; THAC0 15;
#AT 2; Dmg 1-4/2-8; SA Constrict; SZ L; ML Average (9); XP 650.

65. Crude pulley system for loading crates of mushrooms and moss, as well as the occasional rothe
carcass.

66. Deep Dragon Hatchling. Defends its little lair ferociously.

67. More edible fungus. These gray and brown mushrooms also have healing properties – healing up to
6 hp per day.

68. Poisonous moss, hot spring. The moss makes one quite ill (save at –1, lose 10 hp and then 1 per
round for 10 rounds).
Two giant water spiders live in the spring:

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Giant, Water Spider (2): Int. 5-7 Low intelligence; AL N; AC 4; MV 15; HD 3+3; hp 2x17; THAC0 17;
#AT 1; Dmg 1-4 (plus poison); SZ L; ML Elite (13); XP 420.

Monsters & NPCs:


Deep Dragon Hatchlings (2): Int. 15-16 Exceptionally intelligent; AL CE; AC 3; MV 12, Fl 30(C), Sw
9, Br 6; HD 8; hp 35, 38; THAC0 13; #AT 3; Dmg 3-12/3-12/3-24 (+1 dmg); SA Corrosive gas 1/3 rnds
(2d8+1); SD clairaudience of 20’ range in lair, detect hidden and invisible creatures within 10’; SZ M;
ML Fanatic (17-18); XP 3,000. SA breath weapon is a cloud 30’ long, 20’ wide and 10’ high, and it
corrodes only flesh (including undead flesh). When flying, the dragon must be moving at at least half its
movement rate (15) and can turn only 90 degrees per round; therefore it swoops to attack (at +2 to hit),
then flies 150’ for one round while turning, then flies another 150’ for another round and then attacks at
the end of the second round. However it can perform a wingover maneuver to quickly turn 180 degrees
or more as long as it does not gain altitude. The baby dragons cannot speak, use spells or shapechange.
One dragon egg has not yet hatched and could be sold for up to 2,000 gp.

Kobold Ghouls: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp 10; THAC0 19; #AT 3; Dmg
d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD Undead immunities; SZ S; ML Champion-Fanatic
(15-17); XP 175.

Kobold Skeletons: Int. 0 Non-intelligent or not ratable; AL N; AC 7; MV 12; HD 1; hp 6; THAC0 19;


#AT 1; Dmg 1-3 ; SD immune to sleep, charm, hold spells & cold, 1/2 dmg from P & S weapons; SZ S;
ML Fearless (20); XP 65.

Rothe (24): AC 7; MV 9; HD 2; hp 12; THAC0 19; D d3/d3/d8; SA charge; SD dancing ; XP 65.


Notes: Deep rothe can each cast dancing lights twice per day. Many encounters with a herd of deep rothe
begin with spooky, shimmering lights in the distance. Live rothe, if captured, can be sold for up to 75 gp
each to most Underdark civilizations (drow, dwarves, duergar, goblinoids, etc.). One rothe can feed 10
people; a person skilled in Cooking can cure the meat so that it lasts for many months.

Normal Poisonous Snakes: Int. 1Animal intelligence; AL N; AC 6; MV 15; HD 2+1; hp 8; THAC0 19;
#AT 1; Dmg 1; SA Poison; SZ S; ML Average (8); XP 175.

Giant Constrictor Snakes: Int. 1 Animal intelligence; AL N; AC 5; MV 9; HD 6+1; hp 23; THAC0 15;
#AT 2; Dmg 1-4/2-8; SA Constrict; SZ L; ML Average (9); XP 650.

Stirges: Int. 1 Animal intelligence; AL N; AC 8; MV 3, Fl 18(C); HD 1+1; hp 6; THAC0 19; #AT 1;


Dmg 1-3; SA blood drain; SZ S; ML Average (8); XP 175. Once a stirge has attached it can only be
removed by killing it.

Giant Scarab Beetles: AC 3; MV 6, Br 1, Jp 12; HD 6; hp 30; THAC0 9; D 2-12; SA flare; SD jump;


XP 420. These huge, inoffensive creatures run away from noise, but if confronted with the undead they
attack, creating a bright flare of light that burns undead or other creatures made of shadow or darkness.

Grave Rot
Grave rot is a disease that can turn humanoids into ghouls. It is spread by the True Ghouls, a thankfully
rare strain of ghoul found only in the Underdark, and even then only rarely. True Ghouls can spread
grave rot either by attacking with filth-encrusted claws, or with filth-encrusted weapons. After each
battle with a True Ghoul or after being wounded by a weapon covered with their filth, wounded
humanoids must make a save vs. poison. Those who fail lose d6 hp each day until the disease is cured.
Each day, the victim is allowed to attempt a CON check at -4; a success means that they don't lose any hp

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that day. Once all hp are drained, the victim becomes a ghoul. Grave rot is a menace to all Underdark
societies; of the races of the Underdark, only the kuo-toans are known to be immune to its effects. True
Ghouls attempt to spread their disease wherever they can, with the hopes that the Underdark will one day
be a might nation of ghouls under the command of the True Ghouls. (Grave Rot and the True Ghouls
were introduced by Wolfgang Baur in his "Ecology of the Ghoul" article in Dragon Magazine, October
1998).

Recipe: Cure for Grave Rot


In a large cauldron, boil water and the flesh of a black puffball for a few hours. Add the dung of a rothe
and the guano of a stirge. Allow to cool, but stir frequently. Add a few drops of oil from the bloated
toadstool. The batch must then be strained, discarding solids. A priest must bless the remaining liquid
which then will cure grave rot with just a mouthful.

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Last updated on June 11, 1999 | ericnoah@charter.net | Back to Underdark Page

Note: I took the information about the True Ghouls from Wolfgang Bauer's Dragon Magazine article "Ecology of the
Ghoul," and his Dungeon adventure "Kingdom of the Ghouls." I believe I got Rotblood's name from one of the
"bosses" in the computer game Diablo.

Rotblood's Crypt
An AD&D Underdark Adventure
by
Eric R. Noah

Map

Goals: PCs should learn about the existence of the True Ghouls, their ability to spread disease, and
something about their society and future plans to dominate the Underdark.

Hook: The adventure begins as PCs are travelling. They come across recently slain humanoid miners
who apparently broke into long-buried crypts haunted by Rotblood.

Background: The PC party passed this way on their most recent travels. At the time, the area was
undisturbed. Since then a small band of kobolds has dug a small mine and extracted ore to sell. They
carved out the areas south of the tunnel, then decided to try the northern side. In short order they broke
through into Rotblood’s Crypt. The ghoul made short work of the kobold miners, eating some, infecting a
few with grave rot to create more ghouls, and using animate dead on others to make servants.

Rotblood was once an advisor to a minor noble among his kind, but that was centuries ago. The worked
tunnels are the remains of a once-mighty Underdark stronghold. Now just a few rooms remain unaffected
by rockfalls and earthquakes. Rotblood has had no contact with the outside for centuries and thus knows
little of current Underdark history. He assumes that the True Ghouls are well on their way to becoming
the undisputed masters of the Underdark. He is a priest of Moander, the god of rot, but does not know
that Moander is dead and that Lloth is supplying power in his stead.

Rotblood, True Ghoul Priest of Moander: AC 3; Mv 12; Lv Pr 3; hp 24; THAC0 20 (19 w/scimitar –
chosen weapon); D d8 plus disease (scimitar) or d6/d6/d8 plus paralysis, ST drain and disease; SA
paralysis (2d6+6 rounds), disease (after battle, wounded creatures must save vs. poison or lose d6 hp per
day until cured or until passing a daily Constitution check at –4), ST drain (as shadow), animate dead
1/week, spells and spell-like powers; SD command undead, undead immunity, turned as Mummy; XP
3,000. Spells (5% failure rate): cause light wounds, protection from good, entangle, handfang (x2).
Possessions: unholy symbol of Moander, scroll of protection from fire, cudgel, scimitar, moonstone
(50gp), rock crystal (60gp), bracelets of platinum and jet (1,000gp), ragged robes.

Handfang spell: D 3 rounds, R 0, CT 5. Creates a fanged mouth in the palm of the caster’s hand. The
bite (delivered with a normal THAC0 roll) does 1 hp damage; victim must make 2 saves. Save vs.
paralysis or paralyzed for d3 rounds. Save vs. Spell or corroded for 3d4 damage; save means d6 damage.
Since Rotblood can use two claw and one bite per round, he’ll cast two handfangs – one on each hand –
and add that to his already impressive range of touch-delivered abilities (true ghoul paralysis, strength
drain, disease).

Encounter Areas:

1. Partially Eaten Miner. PCs almost stumble over the debris in the path here – a half-eaten kobold lies

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sprawled in the tunnel. Off to the sides are a poorly-crafted wooden cart filled with loose rocks, some
mining tools, and an empty wooden crate marked with a nearly worn-out symbol of the Red Rooster
trading coster of Loudwater. PCs can see that two areas in the walls have recently been excavated.

2. Small Soldiers. This room is littered with chunks of broken rock. Lurking among them are three
animated kobold skeletons who have been ordered to attack intruders, though one has been ordered to
pick up a battered shield and bang it around as an alarm first. They are turned as normal skeletons.

Kobold skeletons (3): AC 7, HD 1, hp 4 each, THAC0 20, D d3 (stone knives or fingerbones), SD half
damage from P and S weapons, undead immunities, SW holy water, turning, XP 65 each.

3. Grisly Scene. After paralyzing or killing most of the miners, Rotblood started to drag them one by one
to his lair (area 7). In his immense hunger, though, he stopped to feast on a still living kobold, who
struggled and splattered a lot of blood on the walls here. There are bloody bare-foot prints on the floor
here leading from area 2 to area 4.

4. Audience Chamber. Several wooden benches (many broken) are arranged so as to face the stone
throne and raised platform. Sitting in the seat is Rotblood, and next to him groveling at his feet are two
freshly-made kobold ghouls. Behind him are four suits of ornamental armor – they are poorly made and in
even worse shape due to age; however, hidden in one leg of one suit is a wizard scroll with the spells web,
change self, and mending. Hiding behind an overturned bench in the NE corner are four more kobold
skeletons, who wait for Rotblood’s command to attack the intruders with chunks of thrown rock (d2
damage). The room is lit sickly yellow globes of ghoul-light attached at various points on the walls (when
Rotblood leaves or dies, the ghoul light fades away over the next hour). Within this ghoul-light, hidden
and invisible things are revealed, and drow are affected as if in continual light.

Rotblood assumes the party is here to join up and become ghouls, and he is only too glad to help. If the
PCs seem offended or get rude, he says that in Moander’s name and for the sake of the White Kingdom he
will destroy them and feast on their flesh. He then orders his ghouls and skeletons to attack while he casts
spells. It is very likely that all PCs will end up paralyzed. He leaves them paralyzed and decides to
abandon his hideout, feeling that now would be a good time to make his way back to his kind and join the
other true ghouls in the eventual domination of the Underdark. He says, “I will leave you to spread the
rot of the grave even as you spread the word that the True Ghouls will soon be the undisputed masters of
the Underworld.”

Kobold Ghouls (2): AC 6, HD 2, hp 9 each, THAC0 19, D d2/d2/d3 plus paralysis (save is at +2), SA
paralyze for 1-2 rounds, SD undead immunities, XP 175 each.

Kobold Skeletons (4): AC 7, HD 1, hp 4 each, THAC0 20, D d3 (stone knives or fingerbones) or d2


(thrown stones), SD half damage from P and S weapons, undead immunities, SW holy water, turning, XP
65 each.

5. Spear Traps. Two spring-loaded spear traps protect this hallway. A thief has a +20% chance to
notice these traps, as Rotblood has avoided the trigger plates for centuries and made a bit of a worn path
where safe travel is possible. When they are activated by the first person in the marching order, there is a
fraction of a second delay, so a DX check on d20+d10 means avoiding the trap altogether; otherwise the
spear gets an “attack” at THAC0 15 for d6 damage. The traps can be reset by pushing the spear firmly
back into the holes in the wall.

6. Burial Alcoves. The western alcoves serve as resting places for coffins, while the eastern ones hold
statues of Moander. One coffin is empty. The other is also empty, but the top has been used as a kind of
feasting table. A half-eaten kobold body lies there. Inside the coffin are the bones of about eight
kobolds, which Rotblood had planned to animate as skeletons over the next weeks.

7. Rotblood’s Lair. This area is where Rotblood spent many centuries longing for release. Everyone
who enters is affected by a peculiar curse (no save) – his food and drink are all made rotten and

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worthless. If Rotblood is defeated, the following treasure can be found in this cave: A small stone coffer
containing 2 “frost agates” worth 50 gp each, 45 coins made of some unknown silvery metal (mithril –
worth 10 gp each!), and 14 “Harbor Moons”; a rotting wooden crate containing 18 silver trade bars from
the Red Rooster trading coster of Loudwater, each worth 10 gp in Loudwater but only 2 gp elsewhere; a
scroll of cure disease (actually a cursed scroll that infects the reader with grave rot as described above);
and a priest scroll with the spells cause light wounds, entangle and handfang enscribed on them
(destroying these is worth 200 XP to a good-aligned character). If Rotblood escapes and had a chance to
gather his belongings, only the cursed scroll is here.

8. Cave-in. This corridor would stretch to more rooms in the ancient stronghold if it weren’t completely
choked with broken stone. Even if the stone can be moved, the rest of the complex is buried.

9. Kobold Mine. This mine was quickly carved out over the course of several days of diligent digging.
The Red Tooth tribe discovered a vein of platinum bearing ore and started digging away. The tunnels
here are only about 5’ high, so combat here is at –2 penalty to those of size M, -4 to those of size L.

10. Mushrooms. Some mushrooms have sprung up here. Two varieties are present – one edible, one
poisonous. The edible ones provide 4 days worth of food, while the poisonous ones force a save vs.
poison or become ill for 2-5 days (MV rate is 3, no attacks are possible, no spellcasting is possible, no
natural healing occurs). The poisonous ones can be identified with an Underdark Survival or Herbalism
proficiency check.

11. Pit. The kobolds uncovered a naturally occurring pit, and used it as a midden. Several huge
centipedes crawl around at its bottom (20’ down), but do not come up unless bothered. However, lurking
in this cave is another kobold ghoul who is quite hungry. He tries to paralyze everyone, pushes
particularly dangerous characters toward the pit.

Kobold Ghoul (1): AC 6, HD 2, hp 15, THAC0 19, D d2/d2/d3 plus paralysis (save is at +2), SA
paralyze for 1-2 rounds, SD undead immunities, XP 175. This kobold was the leader of the group and is
still having hard feelings about the whole matter of becoming a ghoul. He wears a copper ring worth 1 gp
and an iron knife.

12. Crate. This wooden box (marked with the Red Rooster symbol) contains 8 torches and also a hiding
kobold who may give info and join the party if they desire. If he is found before the group encounters
Rotblood, the kobold will by no means go into area 3 or farther – he is too scared. In combat, he must
make regular morale checks.

13. Platinum ore. This area still has platinum ore left, but only a skilled miner can determine this. The
platinum particles are so small one can barely make them out with the naked eye. A dwarf or gnome
would gladly pay 200 gp for information about this vein. Diligent mining over the course of several
weeks could net 3500 gp worth of platinum.

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