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An Underdark Campaign
Background & Adventures
Updated on April 16, 1999 | ericnoah@charter.net | Back to Underdark Campaign
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.
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.
Likewise, there are items that can only be imported into the Underdark:
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.
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
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!
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
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.
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,
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.
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.
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.
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:
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:
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
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:
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).
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
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:
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.
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:
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).
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:
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:
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:
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
Advanced Dungeons & Dragons, AD&D, DRAGON Magazine Forgotten Realms and Underdark are all property of TSR, Inc.
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.
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
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).
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.
Advanced Dungeons & Dragons, AD&D, DRAGON Magazine Forgotten Realms and Underdark are all property of TSR, Inc.
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.
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.
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
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.
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).
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.
Notes on Pummeling:
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
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 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
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.
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.
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
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.
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.
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
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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
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.
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.
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
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.
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.
39. The shaman Grankurmok, mortally wounded and stricken with grave rot, has miraculously survived
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.
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.
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.
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.
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.
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:
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.
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.
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
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
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.
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
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.