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Jon Schindehette Game rules based on the original DUNGEONS & DRAGONS
rules created by E. Gary Gygax and Dave Arneson, and the
later editions by David "Zeb" Cook (2nd Edition);Jonathan
Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter
Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and
James Wyatt (4th Edition).
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Dungeons & Dragons. 0&0, dl0, dl0 System. WIZAR DS OF THE (OAST, Adventurer's Vault, Player's Handbook, DunBcon Master's Gujde, Monster MCJnual. D&D Inside r, a ll other
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Goblins ........................ 28
Gargash, the Living Torture Den . ... 73
The King's Highway ....... .. ... 119
Humans ........................ 29
Xarcorr and the Rock's Roil . .... .. . 74
Stygian Waters................. 120
Troglodytes ..................... 29
The Triune Danger . ............. 76
Terrain and Hazards .......... . . 120
Terrain ......................... 32
The Buzzing Vaults ................ 84
Esarham, Graveyard of Demons ... 128
Forgehome ...................... . 34
The Hatchlands ......... ..... ..... 86
Soul Abattoir. .................. . 1 29
Encounter DF1 :
Terrain ... _.................... 100
Wracks pawn ..... . ..... .. ....... , 54
CHAPTER I
Torog is not the only invader to carve a place in the greater torture for beings of such potential than to let
Underdark. Two great powers rival Torog in the Shal them continually choose Lolth."
lows and the Deeps: the drow and the aberrants. Lolth's Story-the Bloodletting: "You have
heard crippled Torog's version of the story? That old u..
THE f ALL AND RISE god tortures his creaky bones until they squeal, then
o
V"l
arranges the squealing into voices that tell him what Q
OF THE DROW he wants to hear. cz::
Cast out of the Feywild in the days of the Dawn War, "Torog might actually believe he invited us here. o
..J
the drow followed their deity, Lolth the Spider Queen, He seems forgetful for a god. I'm sure he's forgotten
into the deepest caverns ofthe Underdark. The flight that when Lolth smashed through the walls between
of the drow into the Underdark after their war with worlds, she took crippled Torog by the throat with his
the eladrin surprised everyone. Lolth had no previous own tongs. She dragged him through the deep Under
claim on the Underdark, and Torog had no known dark and spilt his blood. Wherever it scattered, we
affiliation with her. To the dismay of their enemies, built our cities.
the drow flourished in their new home, creating "No, we don't care that Torog is lying about our
realms of macabre wonder . . . and unspeakable evil. place here. Let him. We have no reason to spread the
Despite their proximity to Torog's center of power, truth, and every reason to let our enemies underesti
the drow owe no allegiance to the King that Crawls. mate us."
Rather, their unswerving loyalty to Lolth grants them The Truth(?): It's likely that neither the followers
the power to build and defend vast city-states that war ofTorog nor ofLolth are telling the whole truth. Judg
with one another as often as 'Nith the other denizens of ing by the ease with which Torog destroyed the drow
the Underdark. The drow see their grand journey not city ofErenira (page 87), one might believe that Torog
as a curse, but as a badge of triumph. Could even the has the upper hand over Lolth. But would he really
greatest eladrin kingdom of old have survived, much share his power in the Underdark ifhe had a choice,
less thrived, in this brutal world of darkness? Could given that he won't even truly share power with his
any other creatures have taken over part of the Under own exarchs?
dark without bending their knees to Torog? The drow
believe their continued existence speaks for itself DROW IN THIS BOOK
Many legends tell about the drow's arrival in the The drow find the Shallows too close to the surface
Underdark, including contradictory myths told by for major settlements. They use the upper region of
priests of the competing deities. the Underdark mainly as a slave hunting ground.
Torog's Version-the Invitation: "The King that Chapter 3 goes into detail about drow society,
Crawls knew Lolth when she was a crazed godling motives, factions, and what it's like to adventure in
and he was already the master of pain. Since she and around the city ofErelhei-Cinlu (page 66).
occupied herself squabbling in bushes with elves, he The Mark of the Drow campaign arc (page 22) can
forgot her after he dived into the earth. bring characters into contact with the deepest machi
"When the wars ended, none could pry the Un nations of drow magic in Erelhei-Cinlu.
derdark from our king. He cleaned away the undesir Ifyou're looking for a quick-play drow raid, you
ables and prepared a place in the Deeps, using blood can use the Typical Deeps Encounter on page 62,
magic to create sites for cities for some deserving race aimed at 14th-level characters.
of the surface that would come to him, needing a
place to live far from the stars and the sun. ANCIENT EMPIRES
"When Torog saw that Lolth was going to get her
spawn killed in fruitless battles, he sent an invita OF MADNESS
tion through his exarch Duon-eel the Thrice Slain, The other great power, even less unified than the
who had never before risen from his pyre of torture infighting drow, consists of ongOing eruptions of
and has never done so again. The drow accepted the aberrant creatures from holes in reality beneath the
king's offer, as he knew they would. Underdark's unfinished creation.
"The drow came to live in cities built fast and In the very deepest places in the Underdark, the
strong. Some worthy drow leave their crazy queen to substance of reality frays and degrades, chafed by
join us and worship at our master's side. Those who constant scraping against jagged nothingness. And in
stay with her observe our king's one request: As long those places where the world breaks down , the Far
as the drow could suppress their traitorous nature by Realm breaks through.
remaining true to their insane goddess, they would
be welcome within his kingdom. He could devise no
.- . - . - . - . -.- .- . - . - . - - - . - . - . _.- . - . - . - . - . _ .
'l\sk a human, 'How f ar down does the Underdark go?,' and you'll get a puzzled frown.
"But ask a dwarf, and he'll pause before saying, 'You don't want to know. Not really:
"Unless you're a madman or an adventurer, he's right."
- Irian, deva invoker of loun
C IIAPTER I I Into the Depths
The aberrant influence most closely associated " ,
with the Deeps also seeps up into the Shallows.
Most aberrant monsters encountered in the Shal
lows are mere beasts, such as gricks and carrion
crawlers, but the civilization of the grells also calls
..
this region home.
See Chapter 2: The Shallows for more information
on this region.
THE DEEPS
Since it extends for many miles, the area collectively
known as the Deeps is much more extensive than
the Shallows. The Deeps include a great number
of diverse areas, including vast sunless seas, chaos
wastes scarred by contact with pure elemental
energy, socalled "godless realms" where the powers
of the deities hold no sway, and the homelands of the
drow, including the infamous city Erelhei-Cinlu.
Most aberrant creatures that have laid claim to
empires- or still do-also exist in this region. The
Hatchlands of the beholders, the abolethic sovereign
ties, and the ruined illithid empire ofNihilath all
await the delver who braves the Deeps.
Despite its name, this region isn't necessarily far
from the surface. More than one group of terrified
explorers has returned with tales of terrain or crea
tures native to the deepest caverns, encountered only
a few hours from the surface. The lesson? When delv
ing beneath the surface, things aren't always where
you thought they were.
See Chapter 3: The Deeps for more on the geog
raphy, phenomena, and inhabitants of this region.
RE AL1T Y VE SUS F UN
Not a ll players want to focus o n the difficult environ
menta l ondltions of the Underdark, but if your players
want your game to mphasize these dange rs, you ca n
/itill portray the Unde rda rk' harshness without killing
the game's fu n.
The perilous conditions of the Underdark should serve
to highlight the player characters' masterful powers, not
to grind the characters down with suffering and pai n.
Make t he Underdark seem forbidding by showing how
nonplayer characters and monsters have trouble coping
with conditions. If your group wants to have difficult con
ditions described in detail, remember that your purpose is
not to impose a sense of misery on your players. Do it in a
way that highlights how tough and clever the adventurers
are. They're triumphing over impossible conditions, not
being ground down by them.
Avoid constant skill checks or difficult challenges that
merely allow the team to maintain the status quo. Beware
the tendency to overemphasize the oppressiveness of
their situation. Gloss over the fine details of spelunking,
foraging, and subterranean camping with punchy narra
tive descriptions. Then move on to the next scene.
THE ECHOES
The Feywild and the Shadowfell, the echo planes
of the world, also contain reflections of the world's
Underdark. These realms, called the Feydark and the
Shadowdark, bear traits reminiscent of their associ
ated planes while reflecting elements of the world 's
Underdark as well. The Feydark sports wild growths
of bioluminescent fungi and glowing crystals. while
the realms of the fomorians appear twisted and
strange even when compared to those of the drow.
The pitch-black Shadowdark is heavily influenced
by the power of death and decay characteristic of the
Shadowfell, and if anything is even more hopeless
than the surface area of the plane.
These parallel Underdarks have remained just as
separate from the world as their associated planes.
However, since the King's Highway meanders back
and forth between them, it provides easy-to-access
connections. Over the years, this feature has allowed
the inhabitants of one region to emigrate to "neighbor ACQU1R1NG SHELTER
ing" cross-planar regions as well.
Adventurers need safe shelter to retreat to for rest and
For example, mind f1ayers now occupy areas
healing. Aboveground, they have probably become accus
of the Shadowdark while dark ones creep into the
tomed to comfy inns and well-fortified headquarters in
Und erdark. Similarly, the fomorians have established
one of your setting's points of light. In the Underdark,
Underdark outposts to spread their influence from
they must find and secure temporary bases. As they move
the Feydark. Drow way stations and small settle
deeper into the subterranean domain. they abandon old
ments exist in both of these echo realms, as the loyal
bases to establish new ones.
servants of Lolth aim to extend her web ofinfluence.
Suitable bases are isolated from major routes of under
As to what-if anything-existed in these spaces
gro und travel, minimizing their chance of discovery by
before Torog's arrival, even the most ancient races
wandering creatures. They should contain enough dry
are silent. The fomorians rule large swaths of the Fey
surface area for the party to comfortably sleep. Other
dark, and the mysterious incunabula lurk in hidden
desirable quali ties include pools or springs of fres h
cities in the Shadowdark, but neither admits to any
drin king water, nea rby sources of forage. and proxim
thing being there before them.
ity to friendly or neutral settlements open to tradi ng
Chapters 4 and 5 describe these two echoes of the
arrangements.
Underdark in detail.
Of course, the better your shelter, the more li kely that
someone-or something-else might iNant to take it from
POWER F TH E ECHOES you _The chance to reinforce a base against attack and
Torog. the drow, and the aberrants are not necessarily the plan for assaults is catnip for your group's thinkers.
domi nant fo rces in the echoes of the Underdark beneath Ideally, a base has two points of access. The more
the Feywild and the Shadowfel l. points of entry a base has. the harder it becomes to
Fomorians are native to the Feydark. Far from being defend from within. A second exit, preferably well dis
threatened by the presence of the drow in the Unde r gUised, provides a greater chance of successful escape
dark, the fo morians' status in the Feywild has bee n when invaders overwhelm the party. You can also allow
strengthened thanks to the threat posed by the drow to characters to use their powers, rituals, and skills to set up
the eladrin on the surface of the Feywild. It's not likely temporary defenses.
the fomorians can exploit their strength in the Feydark To keep the eyes of your actors and storytellers from
to tru ly conquer othe r sections of the Underdark; eve n glaZing over, encourage the players to do their planni ng
in the Feydark their lands are splintered into hundreds between sessions. Natura lly, all this planning goes to
of fiefdom s. See page 101 for more on the fomorians of waste un less you test it with the occasional creature
the Feydark and a representative kingdom, Inbharann. incursion.
Of the dread be ings native to the Shadowdark, the Once in a blue moon, the party might retu rn to its
shroud-wrapped creatures of Vecna known as the incu base to find it occu pied by someone else. The squatte rs
nab ula are the most influen tial. Their city of Gli mmer might be beasts, intelligent foes, or riva l explorers. Be
(page 124) can serve as a fi tful poi nt of light for groups careful not to overwhelm your group by forcing them
una ble to locate a secure rest spot elsewhere in the to retake a base when their hit points and powers are
Shadowda rk_ dangerously depleted.
UNDERDARK PHENOMENA J
REST1NG A D TRAD1NG
With days, weeks, or even months of journey time their fellow dwarves will show up at any moment to
separating the party from the surface world, adventurers forcibly dislodge the m from their hard-worked mine, the
can't blithely pop back to a friendly settlement to con dwarves of Ladoga fear that any strangers are working at
duct routi ne business. To take a long (safe) rest, upgrade Forgehome's behest. Suitably diplomatic explorers might
gear, exchange magical items, sell art objects, or acquire establish the necessary trust for lucrative trade-provided
nonstandard equipment. adve ntu rers m ust success they keep their dwarf members safely hidden away.
fully engage with one of the Underdark's rare civilized The Ladogans don't realize that there's something
enclaves. wrong with their gold. Their now-dead founder, Hreyda
No culture in the Underdark is exactly friendly, and Hildsdottir. traded her soul to a devil to find a defensible
with good reason. Communities don't survive for long gold hoard in the Underdark. Denizens of the Nine Hells
without a healthy distrust of strangers. On the other hand, maintain the Ladoga colony by parceling out cursed gold
the difficulty of trade makes isolated settlements hungry for the miners to discover. They aim 'both to claim the
for outside goods. This desperation ca n lead adventurers souls of the Ladogans and to infest the world with tainted
to treat peacefully, albeit temporarily. with otherwise evil treasure. Those that take possession of the gold become
or hostile forces. prone to acts of violence. selfishness, and madness.
Hard Diplomacy checks are typically required to Although he appears to be just another crazy-eyed dwarf.
establish basic trust with an Underdark community; wily Gestolf, advisor to ladogan chieftain Hroa Hreydasdottir.
characters might find a way to use Bluff to accomplish is a devil in disguise. When he encounters adventurers,
the same. Trust is fragile and might require later checks. he schemes to use them to ferry the corrupted gold to
especially when the characters unwittingly violate local the surface.
customs. Refuge: Centuries spent underground have turned the
Underdark communities mentioned elsewhere in this humans of Refuge into pale, semiamphibious creatures.
book include Forgehome in the Shallows (page 34). Gar They shun light and absorb nutrients from the pools of
Morra in the Deeps (page 79), Drochdan and the Burrow steaming liqUid that 'bubble up into their faintly lumines
Under the Crystal Mountain in the Feydark (page 105). cent home caverns. Although anyone who makes a hard
and Glimmer in the Shadowdark (page 124). Elsewhere. Nature check can identify them as humans, the inhabit
particula rly in the Deeps. adventu re rs might have to ants of Refuge claim to be a unique race.
carve out a space for themselves in the homes of the Unarmored and armed only with crude spears, the
enemy or locate one of the scattered pockets of exiles. Refugites are ill-equipped to defend themselves from the
refugees, and survivors who manage to eke out a living Underdark's major threats. When danger appears, they
in hidden pockets of this hostile world. Two examples call upon the six eerily lifelike stone statues located in
of such flickering points of light follow. The creatures of their central cavern. These figures come to life, revealing
Ladoga and Refuge are examples of the "knotted souls" themselves as ancient adventurers. They then fight the
effect mentioned above. They can be trusted to proVide threat to Refuge before returning to stone. If they were
a brief respite, as long as adventurers do not run afoul of granted a few moments of animation after a threat ceases,
their eccentricities. they might reveal that they were cursed by a demigod
Ladoga: The secret dwarven mining colony of Ladoga after they thoughtlessly attacked the Refugites. Now the
digs its way Sideways into the hard rock of an under adventurers must serve them for eternity. The Refugites
ground crevasse. Its miners belong to four families that reverently tend the statues, 'bearing no ill will against
qUietly slipped away from Forgehome a quarter of a them for their long-ago transgression.
century ago. Malcontents to begin with, the dwarves The Refugites readily offer shelter and what little infor
have been driven slowly insane by years of voluntarily mation they have to share about their neighbors. None
exile. They have piled up stores of gold, and they dream of their food passes an outsider's edibility test. With an
avariciously of the goods they could trade for if only easy InSight check, adventurers realize that the Refugites
they could find trustworthy intermediaries. Certain that hope they'll wind up as eternal guardians, too.
DWARVES:
SUSPICIOUS P ROSPECTORS
EXPLORERS
Level 4 Encounter (XP 875)
A dwarf bolter, his bodyguard (a hammerer), his iron
defender, and a pair of hired goons search the Under
dark for a promising location for a new mine. The
dwarves assume the characters are rivals or enemy
agents sent to stop them.
1 dwarf bolter (levcl4 artillery, MM 97)
1 dwarfhammerer (level 5 soldier, MM 97)
1 iron defender (level 3 soldier, MM 156)
2 human berserkers (level 4 brute, MM 163)
cli mb up its side, and spread around the top. One particu
TACTICS
larly 1ar8e specimen on top has a thick trunk with Sickly
Initially. the troglodyte savages use the stalagmites
yellow spots on its wide, red cap.
for cover and hurl javelins at their enemies, trying
to goad them into charging past the pit. Once one or
Troglodyte Oeepscourge (T) Level 9 Artillery (Leader) more enemies move past the pit (and the deathcap
Medi ulll 1l~lu,al hUIll ,lIl oi d I.-pplile l XP 'IO O attacks; see below), the savages leap into battle, using
Initiative +7 Senses Perception +4; darkvision bull rush attacks to contain their foes in the area
Troglodyte Stench aura 2; each living enemy within the aura takes affected by the deathcap's poisonous burst.
a -2 penalty to attack rolls. The troglodyte deepscourge hangs back from
HP 78; Bloodied 39 melee, using debilitatin8 ray to aid his companions. If
AC 22; Fortitude 22, Reflex 21, Will 19
his companions are killed, he retreats to the nearest
Speed 5
CD Claw (standard; at-will) field of stalagmites and makes his final stand there.
+16 vs. AC; 1d4 + 5 damage. The troglodytes make every effort to stay away
'r Debilitating Ray (standard; at-will) + Implement from the deathcap, because they fear its potent
Ranged 10; +14 vs. Fortitude; 1d8 + 5 damage, and if the target is poison.
within a tr08'odyte stench aura, it is weakened (save ends). The deathcap is no ally of the troglodytes; it attacks
(0 Blinding Stench (Immediate reaction, when hit by an attack; as soon as any creature moves adjaccnt to it.
recharges when first bloodied)
During the battle. the troglodytcs insult the
Close burst 2; targets non reptiles; +13 vs. Fortitude; the target
is blinded (save ends). adventurers in Draconic, calling them "spawn of the
i~ Rancid Cloud (standard; recharge ~ [UJ) Darkgrubbers" (the rival tribe) and other disparaging
Area burst 2 within 10; targets non reptiles; +13 vs. Fortitude; names. A DC 22 Dungeoneering check allows a char
2d6 + 5 damage, and the target is weakened until the end of acter to understand that "Darkgrubber" is the name
the troglodyte deepscourge's next turn. of a troglodyte tribe in the region. The insults make
Alignment Chaotic evil Languages Draconic it clear that these troglodytes believe the adventurers
Skills Dungeoneerlng +9
are allied with their enemies.
Str 12 (+5) Dex 16 (+7) Wls 11 (+4)
Con 18 (+8) Int 12 (+5) Cha 13 (+5)
Equipment leather armor, staff
Oeathcap (0) level 12 Blaster Rockslide: A rockslide borders the north wall of c::
11.11.1 1Ii XP 700 the chamber. ....
The slem of this mushroom is as thick as a tree trunk, and its Treasure: A search of the rockslide and a DC
rz
cap is wide and red, covered with lumpy yellow spots. 20 Perception check turn up the crushed body of a :;
Hazard: A deathcap fills 1 square with difficult terrain. long-dead male human wearing ruined chainmail. o
Any creature in the deathcap's space gains cover.
Perception
A pouch on the dead man's belt holds six gems z
UJ
worth a total of 1,400 gpo The character also notices
No check is necessary to notice the deathcap. ~
something else buried beneath the rocks; see "Devel
Additional Skill: Nature
opment" for details. ~
DC 16: The character identifies the mushroom as
a deathcap.
o
...J
...J
Trigger
When a creature enters the deathcap's space or an
D EVELOPMENT -<
I
adjacent square, one of the deathcap's yellow spore If the adventurers spend the time to clear away the VI
pods ruptures, spewing toxic spores into the air. rockslide (an hour of work by five characters makes ...J
FORGEHOME
For heroic tier characters
UN DERGROUND M1N1NG
SETTLEMENTS
CITY OF MINERS
Forgehome perches atop Storvirk's Lode, a vent of
rock where several different veins of ores intertwine.
The community's chambers lie hundreds offeet
above the dozen shafts that are used to work the lode.
Its discoverer Storvirk still lives, having reached the
extreme old age of 207 years. Venerated as the settle
ment's mayor emeritus, Storvirk happily recounts the
tale of how he found the lode when all his compan
ions had given up the search. These days his listeners
must show patience, since he invariably dozes off
during the telling.
GOVERNANCE
Dwarfleaders in Forgehome are called mayors.
(Dwarves believe that only a place meant to las t
should have a king.) Any dwarf who is either a work
ing miner or an owner of a profitable business can
participate in choosing the mayor. Mayors serve until
they step down, commonly because they're heading
off to mine elsewhere. A speCial convocation of the
community's clans can recall a mayor deemed der
elict in his or her duties.
Although the mayor is usually a dwarf, the people
of Forgehome still recall the reign of the halfling
paladin Keldo. Twenty years ago he repelled a joint
invasion by ghosts and orcs, then proved himself an
able peacetime leader.
L.IJ
VISITING FORGEHOME
FORGEHOME KNOWLEDGE ~
Miners have learned to be wary of outsiders. Like
any underground complex, Forgehome has a limited Dungeoneering or History DC 10: Forgehome is a ~
number of entrances. All are well guarded and can dwarven mining community in the Shallows, populated L.IJ
be sealed behind huge stone valves. by dwarves who claim to descend from a legendary but \)
Nondwarves are permitted to enter Forgehome to now destroyed kingdom called Deepreach.
Dungeoneering or History DC 20: Travelers in the L.I.
0 "
transact business but cannot take lodgings here. Only
if the group includes a dwarf, or has a local to vouch Shallows might be able to obtain safe lodging in Forge
for it, are visitors permitted to sleep within the city. home or find opportunities for employment.
Mining community lodgings are notoriously austere. Du ngeoneering or History DC 25: Forgehome is
Adventurers can expect to be given a spot of Oat rock known for its market promenade, where oddities from
to lay their bedrolls on. In the morning, they'll get a the surface world mingle with strange relics and salvage
Oagon of ale to wake them up and , if they're lucky, a brought up from the Deeps.
leg of cold mutton.
A few vendors specialize in services for traveling general labor. Payment is either in coin or in dwarven
adventurers. They conduct a trade in magic items, maps and information regarding nearby subterra
ritual components, and adventuring gear. In dwarven nean locales. Dwarves who would snub an outlander
mining towns these businesses are known as "out in the middle of Forgehome are far more friendly out
lander's exchanges." Locals consider it a slightly in the wilds of the Shallows. After all , those adventur
unsavory way to make a living, but respect the addi ers might one day be all that stands between a dwarf
tional wealth it brings the vendors. These cramped and a hungry mind Oayer. Gem hunting has a more
shops serve as clearing houses for rumors and oppor sordid reputation than prospecting. Adventurers stay
tunities. Locals seeking to hire mercenaries leave ing in a mining town are judged by the company they
word with their proprietors. Forgehome's three out keep. If they take employment with gem hunters, the
lander's exchanges are run by the folloWing vendors: locals might disdain them accordingly.
.. Thora One-Eye, a former explorer anxious to hear Every so often, a dwarf with more money than
her customers' stories. Repeat customers learn to sense finances an expedition to reclaim Deepreach,
distrust her advice, which is more enthusiastic the lost dwarven kingdom that preceded Forgehome,
than wise. said to lie in the Deeps. Such dwarves are happy to
sign on adventurers, usually for promises of equal
.. T he pinch-faced Bosi, whose prices are fair but shares in any salvage returned from the expedi
whose contempt for freebooters is poorly hidden. tion (although such contracts contain fine print that
.. Ottar the Moody, who took over the family business excludes dwarven relics from the shares).
when his father was lost in a mining catastrophe. A quaggoth tribe lairing in nearby caverns has
Despite his father's fate, he dreams of financing an initiated a minor guerrilla war against the residents
expedition to find the ruins of Deepreach. of Forgehome. Adventurers willing to journey to the
quaggoth lair to quell the source of the attacks would
FORGEHOME OPPORTUNITIES be well rewarded. (See "Crying Caverns," page 37.)
When minor raiders cause trouble, workers are loath A protection racket run by a group of dwarves
to leave their mine work to fight, but major attacks called the Dogs ofZardkeran shakes down Forge
on the settlement rouse the entire community in its home merchants. The adventurers might be
defense. The mayor hires adventurers to conduct contacted by a merchant brave enough to stand up
raid-suppression duties on the community's behalf to the Dogs and asked to deal with the troublesome
Success brings mercenaries not only the promised criminal element. (See "Market Promenade," below.)
reward, but a thawing of the frosty Forgehome atti
tude toward visitors. DRINKING HALLS
Common enemies include human bandits, drow, The center of Forgehome social life is a clan's drink
duergar, troglodytes, and other riffraff of the Howling ing hall. A drinking hall is a simple affair, consisting
Warrens. Short raids into the Howling Warrens are of a rectangular chamber, barrels of ale, and uncom
standard missions available to outlanders for hire. fortable (to nondwarves) stone furniture, which
Right now, the dwarves are having trouble with a stands up best during brawls. To the miners of Forge
recently established grell colony that has put down home, no thought is more upsetting than having to
roots in a secret space set aside for Forgehome's lost purchase ale by the Oagon. Clans pay for the ale from
heroes. (See "Halls of the Fallen," page 36.) a common fund.
Adventurers might also take work with one of the Adventurers who belong to a clan that is well rep
various Dwarven Free Prospecting Companies or resented in Forgehome can attend its drinking hall
with one of the gem hunter companies as guards or and bring guests.
CHAPTER 2
they risk eve rything and earn nothillg. Those who
ACT1VE M1N1NG TOWNS hire on as paid prospectors lose out on the possibility
Smaller yet still nota ble mining settlements in the Shal of untold riches. While they explore, however, they're
lows include the fo llowing: guaranteed a decent wage-and a bonus paid to their
Fastbet, a newly established, rough-and-tumble settle families if they're killed .
me nt that has yet to set up a stable system of governance.
Its self-declared mayor, Geirred, settles disputes by wres GEM HUNTERS
tling both parties. She rules in favor of the one who loses Although ore prospectors restrict their explorations
to her less egregiously. to the Shallows, a more hardbitten lot delves deeper
Ga mmon Ha ndle, whose dwindling silver vein serves in search of gem deposits. Mining precious metals
as evidence of its inevitable demise. Its most ambitious requires the excavation ofIarge quantities of ore,
miners have already gone elsewhere, leaving the post of but gem hunters smash and grab. They find newly
mayor unfilled. exposed mineral deposits, chisel out sackfuls ofIoose
Diamond Pipe, where the autocratic mayor rules by diamonds, rubies, or emeralds, and then speed back
threat and violence, im pervious to recall efforts. Known to Forgehome or another mining town .
as Olvir Whip-Hand, he has d riven many refugees to Dwarfgem hunters keep a wary eye out for waylay
othe r towns. Plans to depose him are often raised in ers shadowing their trail. Cautious to a fault before
Forgehome's d rinki ng halls. they h it pay dirt, they become aggressively jittery when
their sacks bulge with gems. Presuming that any top
MARKET PROMENADE side adventurers they meet are out to steal their gems,
The pride of the dwarves of Forgehome, the market they draw axes first and ask questions later.
promenade is located in a tremendous cavity ca rved
from stone. The promenade contains a great bazaar
where hundreds of dwarf crafters display various R1VALR1ES
wares, including elixirs, perfumes, foodstuffs of Tensions between miners, prospectors, and gem hunters
every shape and hue, mining supplies, and oddities boil up harmlessly in the for m of d ri nking hall brawls.
salvaged from deep ruins or brought down from the When rivalries escalate, they can lead to riots or an
surface. Over time, a culture of extortion has taken occasional murder. Mine workers view both prospectors
root in the market. Established vendors must pay and ge m hunters as sh iftless dreamers, unwilling to bend
protection money to a seedy lot called the Dogs of the ir backs in honest toil. Free prospectors scorn the ir
Zardkeran. hired counte rparts as timid souls bowing and scraping
Zardkeran is a dwarf warlord who failed to locate to their bosses. Everybody looks down on the gem hun t
Deepreach in a publicly funded expedition and slunk ers, who are considered sca rce ly more reputable tha n
back to Forgehome, after haVing spent a few months common band its.
in a place called Maelbrathyr (page 38). A few years
later, Zardke ran resurfaced as the head of the group
HALLS OF THE FALLEN
called the Dogs ofZardkeran.
Despite being a temporary dwarven community,
Visitors to the promenade market might never see
Forgehome is well over a century old. During this
or hear of the Dogs ofZardkeran, unless they happen
time, many dwarves have fallen in defense of their
upon a vendor in arrears being reminded of the value
clans, in defense of their mines, and in mining
ofstaying on the good side of the racket.
accidents. These dwarves are named Heroes of
Forgehome and interred in a speCial dwarven burial
PROSPECTORS catacomb beneath the city in the first mine shafts
Every dwarfin a mining community dreams ofsecur ever delved by the city's father, Storvirk.
ing a life of wealth and ease by finding a productive The Halls of the Fallen have been compromised.
vein of ore. Those who are ready to try form small Grells have found a crevice and slithered in. Now a
cooperative ventures called Dwarven Free Prospect colony of these ten tacled creatures lairs within the
ing Companies. Mining magnates and other wealthy shrine to those who gave their all for Forgehome,
individuals fund these exploratory parties in return dishonoring their memories. For their part, the grells
for a portion of the profits. Members of a free com see the occasional dwarven sortie sent down into the
pany earn shares ofthe proceeds from any mining halls to clean them out as little more than easy prey.
deposits they discover, but while searching for ore,
Forgehome.
one whose many great halls and lamp-lit corridors
NOTABLE LOCATIONS
The city is ruled by the surviving members of the
Pride of Maelbrathyr. Twisted by the punishment of
Torog and insane after long years in the Underdark,
Ordu Dekaan, Aleeria Salitzar, and Hannault Thray
ban have divided the city between them.
House Dekaan: Much of House Dekaan's hold
ings lie in ruins on the first tier after a stalactite's fall
destroyed the main house. Ordu Dekaan abandoned
his home rather than repair it, and now the out
bUildings are home to a group of drow. Mostly male
exiles. these drow worked for Ordu until one oftheir
number upset him and all were expelled from his
service. They linger in his house, hoping to return to
his employ once they find a way to appease him.
House Dungrim: This ornate building on the
fourth tier seems abandoned apart from a path
through the dust to the main ballroom. When Han
nault Thrayban is controlled by the personality of
the long-dead champion Vance Dungrim, it is here
that he holds his decadent fetes, One of Han nault's
doppelgangers impersonates the Ruby Wizard, and
others take the forms of Dungrim's family and the
other members of the Pride of Maelbrathyr.
House Ravenhook: In the time before Mael
CREATING THE NOBLES
brathyr was drawn into the Underdark, this estate
To maximize their usabiJity in your campaign, the
was the home of the family of Marta Ravenhook.
rulers ofMaelbrathyr are statistically undefined. As
Once a sprawling manse with gorgeous gardens,
such, you can craft them to suit any adventuring tier.
House Ravenhook now seems a dark reflection of its
Start either by chOOSing a suitable base monster
former glory. Its current ruler, Aleeria Salitzar, dwells
such as the tiefling darkblade in the Monster Manual
here on the third tier with her followers and slaves.
or the human diabolist or human insane noble from
Aleeria has replaced the broken windows with panes
Monster Manual2 - or by crafting your own nonplayer
of sculpted ice, and House Ravenhook's gardens now
character using the rules on page 186 of the Dungeon
bloom with a profusion offungi and other luminous
Master's Guide. Humans and tieflings are most appro
subterranean plants, tended by Aleeria's harpies. The
priate, but your version of the nobles could include
enormous ravencote, once home to hundreds of the
half.elves, half.orcs, eladrin, or incunabula.
birds that were House Ravenhook's symbol, houses
Then, add the powers and characteristics noted
tamed stirges instead. Inside the main bUilding is a
below for each noble. These entries function much
riot ofsculpture, paintings, and other objects ofart
like the monster themes in Dungeon Master's Guide
gi fts to A leeria over the long yea rs.
2; they don't alter the individual's level, nor do they
House Thrayban: House Thrayban looms high
change the noble to elite as a template would.
over the second tier's carnival grounds, casting
Finally, select appropriate servant creatures to
crimson light down upon the landscape from huge,
build compelling encounters. Any creature could be
ever-burning balefires atop the towers. This gloomy,
found at the side of one of these mad fiends; monsters
castlelike structure is home to Hannault (when he is
native to other areas of the Underdark might have
not possessed by Vance Dungrim) and echoes with
been brought to Maelbrathyr by merchants.
his ravings and the cries of the beasts he keeps.
The Prison Ruins: The prison fortress of MaeI
brathyr collapsed in the city's fall. The dungeons ALEERIA SAUTZAR
remain, and Ordu Dekaan now occupies and Famous for her beauty, Aleeria was also infamous
expands them under parts of the fourth tier, span for her hotandcold coquettishness and for her
ning the gaps of crevasses. Ordu spends much of his cruel treatment of suitors even as one of the Pride of
time rolling Wildly in his cage of blades through the Maelbrathyr. She eternally suffers an affliction that
dungeon's halls, chasing his slaves in deadly games of reveals Torog's evil sense of humor. From the waist
cat and mouse. down, Aleeria is frozen in solid ice. The ice takes the
The Tilting Tenements: Visitors over the centu shape of an elaborate ball gown that trails behind
ries have left much ofMaclbrathyr a graffitiscrawled, her, and she glides about like a slug, leaving a trail of
slapdash collection of modified ruins-none more so slimy water. From the waist up, Aleeria's scarred flesh
than the Tilting Tenements. Once a series of ware is wreathed in an eternal flame that burns away her
houses and homes of wealthy merchants, the Tilting skin even as it regrows to keep her alive.
Tenements is a long string of tumbledown apartments Although highly intelligent and perceptive, Alee
and shops. The interiors are a warren oftangled halls ria is filled with rage and frequently contradicts her
and tiny living spaces. Narrow corridors wend unpre own orders as her mood swings from calculating
dictably among the buildings, some leading nowhere, anger to impetuous wrath. She has resided in House
others opening onto thin air high on the walls of the Ravenhook since the destruction of her own house
cavern's larger chambers. during one of her rages. She craves luxury, and she
surrounds herself with beautiful people and things.
Because Aleeria frequently destroys the objects of
TH E TORTURED R ULERS her obsession, those seeking her knowledge or a favor
OF M AELBR ATHYR from her know to bring art or attractive slaves.
The three nobles who remain in Maelbrathyr, the
Aleeria Salitzar Theme
last scions of the Pride of Maelbrathyr, have separate
Chilling Flames aura 3; each enemy in the aura gains vulnerable
encampments in the ruins of their ancient homeland. 5 cold and vulnerable 5 fire. If Aleeria is level 11 to 10, increase
Despite their extreme enmity, none will consent to these vulnerabilities to 7. If Aleeria is level 11 to 30, increase
the death of another-whether out of sympathy for these vulnerabilities to 10.
their shared plight, for fear ofTorog's anger, or in pur Frozen Strike (standard: recharge ~ II) .. Cold
suit of a hidden agenda. The reason depends on the Aleeria makes an atwill melee or close attack. If the attack hits.
the target takes 5 cold damage and is immobilized (save ends) in
noble in question and the day.
addition to the normal effect.
Thrown Flames (standard: recharge 11lI) .. Fire
Aleeria makes an atwill ranged or area attack. If the attack hits,
the target takes ongoing 5 fire damage (save ends) in addition to
the normal effect.
For para80n tier characters Visitors brave the dangers of the lake and the zig
gurat to examine the Nexus ofRealms. Few of them
In a spot where Torog's thrashings were particularly survive. Fewer leave with their sanity intact.
violent. the crawling god managed to twist and warp
reality. Today at that spot is a bottomless black lake. THE STRUCTURE
In the center of that lake, on an impossibly thin spit
The Dark Lake Ziggurat is a disordered blend of
of land jutting out from the bank, stands a foul black
architectural styles. Smooth. round tunnels carved
ziggurat that exists on multiple planes.
for the beholders by their slaves bear icons of ill it hid
The ziggurat , a four-sided stepped pyramid rising
design mixed with indecipherable aboleth symbol
above the black waters of the lake, is also duplicated
ogy. The structure is made of an unidentifiable dull
below the lake surface, so the whole structure is an
black rock. A few areas have permanent magic light
eight-sided shape.
sources, but most of the structure is dark.
The ziggurat is a bizarre and incomprehensible
ORIGINS OF THE ZIGGURAT mix of alien geometry. Regardless of where one enters
Mind flayers . beholders, and aboleths are all blamed the ziggurat. one must proceed through eight rooms
for building the ziggurat. All these claims are correct: before reaching the chamber holding the nexus.
Each race built the structure at various times in his These rooms change from one visit to the next. hold
tory. However, due to the unstable twisting of reality ing different terrain, hazards, and inhabitants at vari
that occurred here during Torog's struggle, the loca ous times.
tion upon which the ziggurat stands cycles through There are no cardinal directions in the ziggurat,
different planes, shifting from one world to another at and what is up in one section might be sideways or
seemingly random intervals. down in the next. For example, in one room the "ceil
Over the centuries, reality has become unstable ing" might be a pool of water. After climbing up the
at this point, twisting the ziggurat's very structure wall and diving through the water, a creature would
so that it now reflects the architectural influences of find itselfin the next section of the ziggurat. floating
all three ofits builder races ... plus a fourth, as yet in the water, looking up at a new room.
unidentified, builder race.
tangible ways. Roll a d4 each time a new chamber is tively affected by the experience. Such effects might
entered to determine the reality-warping effect that include a -1 penalty to all ability scores, a - 4 penalty
affects characters while they are in the chamber: to a Single ability score, blindness, deafness, or insan
I-Savage Fury: Each creature gains a +2 bonus ity. These effects are permanent but can be negated
to damage rolls and takes a -2 penalty to AC. by a Remove Affliction ritual (treat the nexus as a
level 20 effect).
CIIAPTER 2
For heroic tier or paraaon tier characters structure, in the mistaken belief that the fortress is
a gift to them from their god. Hraak Azul feeds on
Slowly cra"wling through the Shallows of the Under those sacrifices.
dark is the massive living fortress the troglodytes call Frequently, the individual fungi that make up the
Hraak Azul. The origin of the multiple fungal entities fortress trap, kill, and then feed on the troglodytes or
that came together to form Hraak Azul is unknown. anything else within the mass. Hraak Azul doesn't
This structure has no central heart and no brain, but need the troglodytes to survive; if they all vanished,
it possesses a real ifsomewhat vague awareness of Hraak Azul would continue to thrive. It takes
itself, and it grows, slowly but surely. nourishment from the air, earth, and water in the
Hraak Azul is made up of millions of cooperating Underdark, and its essential animating spark from a
fungi. No matter how many of them are destroyed, connection it maintains with the Feydark.
the fortress eventually regenerates. Even Torog has At any given time, up to a half-dozen tribes of
tried and failed to destroy Hraak Azul. troglodytes live within Hraak Azul. The abundance
offood, in combination with the boons provided
THE STRUCTURE by the various altars in Hraak Azul, enables these
It is virtually impossible to perceive the whole of the tribes to grow numerous and powerful. The most
fortress, since it conforms to the shape of the Under powerful tribe typically controls the Altar of White
dark area it currently moves through, no matter how Scales (see below).
narrow the tunnels it traverses. Apart from the mass
of the structure, Hraak Azul reaches out thousands of F UNGAL ALTARS
fingers that can probe into the smallest crevices and The troglodytes have identified certain locations
chimneys. Even when it finds an enormous subterra within Hraak Azul as particularly important to their
nean cavern , the incredible bulk ofHraak Azul rarely worship. They place living, restrained victims upon
fits entirely within a single location . these fungal altars as offerings to Torog. Within a
When space permits, the huge mounded bulk few moments, the fungus sends thousands of tiny,
is honeycombed with passageways and chambers. hairlike filaments into the victim. These minuscule
Hraak Azul contains no straight lines, and its floors tendrils cause no pain, but their toxins can stun even
aren't level or flat. More often than not, its tunnels the most stalwart victim. Once stunned, the victim is
lead to dead ends or back to the chamber where gradually digested from the inside out. This process
they began. can take days, and the victim is painfully aware the
Over time, the layout of the fortress changes. entire time.
Although these changes are usually slow and gradual, While a victim is being digested, all other crea
sometimes fungus closes off a tunnel in a matter of tures that complete a short rest or an extended rest
minutes. A section offormerly solid wall might col in the altar chamber gain a small boon that lasts for
lapse, connecting two corridors or opening onto a 24 hours. The troglodytes believe this is a gift from
chamber that has been sealed for centuries. Torog, but in truth it is a side effect of the spore cloud
that is released as a victim is slowly digested.
DENIZENS
Within Hraak Azul's hundreds of chambers and ALTAR OF WHITE SCALES
thousand of tunnels live rats, bats, spiders, snakes, One of the troglodytes' most important fungal altars
and kruthiks. When Hraak Azul travels through cav within Hraak Azul is the Altar of White Scales.
erns large enough to permit it. it can also host drakes , When this altar digests a victim of 7th level or higher,
ghouls, basilisks, rust monsters, umber hulks, and the it produces one or more white , scale-shaped fungal
occasional hydra or dragon. protrusions, roughly 3 inches in diameter, around the
Troglodytes are the dominant species within upper edge of the altar. Each scale functions as an
the living fortress. Among troglodyte tribes, Hraak elixir of will (Adventurer's Vault, page 187) with a level
Azul is one of the holiest of all locations. Troglodytes equal to or lower than that orthe victim digested.
sacrifice creatures to Torog on the altars within the For example, if the altar digested a troglodyte curse
"Sure, I wonder how we can kill this quivering mass of f ungus bigger than my home
town. But 1'd also like to know why it's moving, and where it's going."
- Yervant of the Six Masters, upon seeing Hraak Azul for the first time
HOWL1NG WARRENS
For heroic tier characters noises are only whispers, like a distant conversation.
At other times, the noise becomes a deafening bar
Throughout the Shallows are many small. dank cav rage of unintelligible sound.
erns linked by narrow. crumbling tunnels. These foul In truth, most of the howling isn't old sound, but
warrens are of no use to the more powerful races that fresh screams from within Glutton's Teeth, Torog's
inhabit the Underdark. No fooo grows here, and the torture den in the Shallows (see below). The prisoners
water is polluted. Instead, these nasty little caves are shriek as their overseers flay them and devour their
filled with all manner of feral humanoids. including flesh.
orcs. goblins. and troglodytes. gathering together in Regardless of their source, this perpetuity of
groups of varied races under a powerful leader. echoes has distinct mental and emotional effects on
The degenerate denizens of the Howling Warrens those who speno any time within the Howling \!\far
survive by attacking easy targets at the edges oflarger rens. After mere minutes. visitors have the feeling of
camps or outposts in the Underdark. Occasionally being watcheo. Soon. they begin to see hazy shapes
they make briefraios into the world above, ambush at the edge of their vision. Within hours, a palpable,
ing travelers or stealing livestock. They also attack claustrophobic d read begins to descend, a sensation
others within the warrens on a regular basis. The of imminent imprisonment within the warrens. Even
warrens have no code of behavior: The strong dom tually. the explorer goes completely mad, joining one
inate the weak until the weak have outlived their use of the degenerate tribes and becoming a permanent
fulness, and the weak then become food. resioent of the Howling Warrens.
Explorers who venture into the warrens are sub
ject to repeated attacks. These attacks are not an
THE ECHOES
organized defense of the territory but an attempt
The echoes within the Howling Warrens have the
to obtain food or plunder. No creature here cares
following game effects.
about eliminating enemies or driving them away.
-S penalty to InSight checks and Perception
Most would be happy to run off with an unattended
checks.
pack or a dropped weapon. Uthey think they can
Any creature that takes an extended rest while
make a kill for fresh meat. they attack viciously, but
within the Howling Warrens gains none of the
inhabitants of the warrens run at the first sign of a
benefits of that rest. Instead. that creature is exposed
real challenge. A few of them might work together to
to echo madness.
try to separate, capture, and then carry off one of the
intruders. Anyone who falls in combat. ally or enemy,
is immediately dragged away to be eaten.
HOWL1NG WARRENS
The danger presented by the feral humanoids is far Dungeoneering or History DC 10: The Howling War
from the most sinister threat of the Howling Warrens. rens is a series of caverns used as a lair by several vicious
Explorers claim that every sound ever made in the but unallied bandit bands.
warrens echoes eternally through the maze of tunnels. Dungeoneering or History DC 20: The feral human
To those at the edge of the warrens, the sounds all oids of the Warrens regularly feast on living creatures.
mix together to form the unintelligible howling that Dungeoneering or History DC 25: Strange echoes can
the gives the tunnels their name. In the perception be heard in the warrens, which sound at first like distant
of someone inside the caverns, the sounds of every howling. The echoes are so loud that they can interfere
footstep, every drip of water, and every sword blow with sleep.
bounce around as separate entities. Sometimes the
Echo Madness leve l 9 + Disease Endurance improve DC 20, maintain DC 15, worsen DC 14 or lower
This mental illness, broll8ht on by the endless echoes of Attack: + 12 vs. Will; add +2 to the attack bonus for each additional
the Howlinn Warrens. slowly drives its victims insane, extended rest beyond the first one taken within the warrens.
compellinn them to remain within the Warrens.
The target C Initial Effect: The m The target gains the normal benefits C Final State: The penalty to Will and to all
is cured. target takes a - 2 of an extended rest. but only while skill checks is eliminated. The target cannot
penalty to Will and taken within the Howling Warrens. gain the benefits of any rest except while in
to all skill checks. the Howling Warrens.
For heroic tier characters Description: Five towering stalagmites stand as the
parapets of Gl utton's Teeth. Torog 's followers watch
Within the Howling Warrens, the feral humanoids cap from these posts, ready to drag any wanderers into the
ture other beings to feast upon in Torog's newest torture place. Four of its wa lls are built from piles of bone heaped
den. between the stalagmites, and t hey grow ever higher with
History: Torog rarely leaves the lowest depths of the each new victim. The last, narrowest space is the on ly
Underdark, since his power wanes the closer to the sur entrance. Long barbed chains span the gap between the
face he travels. He created Glutton's Teeth as a power stalagmites here, and victi ms are often displayed here.
base to be used by his followers near the surface. The gate overlooks the King's Highway, and the victims'
The King that Crawls observed the feral hu manoids screams echo throughout the Howling Warrens.
that live in the maddening tunnels of the Howling War Inside, great spires jut up from the ground, with prison
rens. He Singled out the most vicious, depraved, and ers lashed to them. Eternal bonfires burn at the bases of
powerful to rule his new torture den and nourished them the spi res.
with scraps of his own flesh, which granted them unholy Adven ture Hooks: Characters can ventu re in to
powers and extended their life spans. Glutto n's Teeth late in the heroic tier.
Within a great cavern, Torog wrenched the earth up A hu man explorer be lieves she hea rd her missing
w into five fanglike stalagmites hundreds of feet tall. He husband's screams coming from the Howling Warrens
~ instructed his charges to fortify this place and make it and will pay for the characters' help in rescuing him.
~ fit for his worship, then departed back to the safety of Torog's devotees from throughout the Shallows send
~ the Deeps. Torog considers Glutton's Teeth as the least tribute (in the for m of prisoners) to Glutton's Teet h. If
: among his homes and rarely visits here. the characters observe the place, they can trace paths
i3
"
~ back to other Torog worsh ipers.
HUNT1NG GROUNDS )
For heroic tier characters simply to clean themselves. and the spores burrow
into the dragons' scales and thrive. Some dragons
In most parts of the world. dragons live far apart from
keep themselves clean of this fungus. but others rec
one another. Their great pride and their voracious
ognize its benefits and encourage its growth.
appetites prevent them from coexisting. much less
cooperating. In the Underdark area known as the
Fun at Ora on Theme
Hunting Grounds. things are different.
Skills +1 bonus to Stealth checks.
This location is more conducive to life than any
~ Sickening Spores (when hit by a melee or close attack;
other place for IlIany miles around it. In a nearly recharge ~ [j])
unprecedented act. several young dragons occupied Close burst 1; level + 3 vs. Fortitude; the target is weakened
this area. put aside their arrogance and greed. and until the end of its next turn. The cloud of spores also grants the
made a truce. Within these lands. the dragons do not dragon concealment until the dragon moves or until the end of
hunt one another. pursuing only the weaker prey that its next turn.
Consume Fungus (standard; encounter)
comes in search offood and water. Over the years.
By cheWing a hunk of fungus growing from its scales. the dragon
other dragons carne to the Hunting Grounds and
can spend a healing surge. recharge its breath weapon. and gain
settled here. a +1 bonus to attack rolls until the end of its next turn.
Today. several dozen young dragons live in the Dragon Interaction
Hunting Grounds. The most common are black. A fungal dragon gains a +1 bonus to Diplomacy and Insight
purple. and adamantine dragons. but dragons of all checks when dealing with other dragons. This bonus increases
colors have been seen in the area. Suitable sites for to +5 if a fungal dragon is dealing with another dragon with the
same symbiotic fungus relationship.
lairs are readily available-such as gloomy. water
logged caverns suitable for black dragons or dry. arid
caves preferred by brown or copper dragons-and
prey is plentiful.
Adult and older dragons are virtually unknown
in the Hunting Grounds. As they age. some dragons
grow tired oflife here. Others seek more private lairs
away from their kin. Still others are chased out by
younger dragons so that they do not become a threat
to the fragile peace of the Hunting Grounds. Any
time a dragon grows too large and refuses to leave the
Hunting Grounds on its own. the younger dragons
join together to drive the creature away. knowing
that if they do not. the Hunting Grounds will one day
become the lair of a Single large dragon too jealous to
share the bounty of the area with lesser kin .
DRAGON F UNGUS
A strange type offungus unique to these caverns
has established a symbiotic relationship with of the
dragons living in the Hunting Grounds. The dragons
frequently roll in the fungus to hide their scent or
H UN T 1N G GROUNDS
KNOWLEDGE
Dungeoneering or History DC 10: The Hunting
Grounds is the name of a large network of spacious cav
erns and wide tunnels. Water is plentiful in the Hunting
Grounds. with many unde rgro und streams and pools that
draw living creatures from far away.
Dungeoneering or History DC 20: At least two and
perhaps more dragons are known to hunt the area, relying
on the plentiful water to draw prey despite the danger of
becoming a meal for a dragon.
Str16(+5) Dex 14(+4) Wls 14(+4) source is partially blinded by the glare, taking a -2 Z
::J
penalty to attack rolls unless the creature has senses
Con 18 (+6) Int 8 (+1) Cha 13 (+3)
that do not require sight (such as tremorsense). The
o
U
3 Myconid Guards (G) Level 4 Soldier square containing crystal growth is blocking terrain. Z
1.1.1
Medlu1T1 fl'Y huma noid (plant I XP 17 5 e,lC h
Initiative +5 Senses Perception +3; tremorsense 10
HP 56; Bloodied 28
AC 18; Fortitude 17, Reflex 16, Will 14
Speed 6
CD Spiny Strike (standard; at-will)
+11 vs. AC; 2d6 + 3 damage.
~ Pacification Spores (standard; encounter) .. Polson
Close burst 1; +9 vs. Will; 1d6 + 3 poison damage, and the
target cannot take a standard action until the end of the
myconid guard's next turn.
Roots of the Colony (free, when the myconid guard Is hit by an
attack while a myconid ally is within 5 squares of It; at-will)
The myconid guard takes half damage from the attack. and the
myconid ally takes the same amount of damage.
Alignment Unaligned Languages -
TACTICS
The myconid gas spores attack without regard to their
own safety. They try to stay within 3 squares of the
rotslammers and the guards so that when they fall,
their spore bursts will heal their allies.
The myconid guards also move in, using pacifica
tion spores at the first opportunity. They use roots ofthe
colony to redirect damage from themselves to a gas
spore so that its spore burst can damage enemies or
heal other myconids.
The myconid rotslammers rush to use rottina burst
in the midst of the intruders. Then they rely on funaal
slam attacks until rottina burst recharges when they
become bloodied.
The myconids fight to the death to defend their
colony from intruders.
Encounter Level 6 (1,275 XP) Myconid Rotpriest (M) Level 3 Brute (Leader)
Medium f., humanoid! llant) XP 1SO
Initiative +2 Senses Perception +3; tremorsense 10
S ETUP HP 48; Bloodied 24; see also life burst
5 myconid guards (G) Regeneration 5
1 myconid rotpriest (M) AC 15; Fortitude 16, Reflex 13, Will 16
Vulnerable radiant (if the myconid rotpriest takes radiant
1 rust monster (R)
damage, its regeneration does not function until the end of the
rotpriest's next turn)
The first exploration team sent by Forgehome to find Speed 5
out what happened to the miners got this far before CD Stipe Staff(standard; at-will) + Weapon
falling to the superior forces of the myconids. Their +6 vs. AC; 2dl 0 + 3 damage.
bodies litter the ground nea r the entrance to the pre (0 Decomposing Spray (standard; at-will) + Necrotic
vious chamber. Close burst 3; +6 vs. Fortitude; 1dl 0 + 3 necrotic damage.
(. Life Burst (when reduced to 0 hit points) + Healing
The waterfall in the southwestern corner of the
Close burst 1; targets living creatures; the target regains
chamber provides enough ambient sound to mask the 10 hit points.
sOllnd of any combat in the previous chamber. For Roots of the Colony (free. when the myconid rotpriest Is hit by an
this reason, the creatures in this area aren't alert to attack while a myconid ally is within 5 squares of it; atwill)
the approach of the player characters. The rotpriest takes half damage from the attack, and the
myconid ally takes the same amount of damage.
When the adventurers enter the area , read: Sacrifice for the Colony (free, when a myconid ally uses roots of
the colony to deal damage to the myconid rotprlest; atwill)
As you proceed dowll the passa8e, the sOll nd of cascadin8
The rotpriest takes the damage dealt to the ally, and the ally
water wows louder, and eventually you see the spray of a takes none.
waterfall as it tumbles down f rom an openin8 in the cave rn Alignment Unaligned Languages
wall. More dwa ~f corpses litter thefloor ofth e chamber. Strl0(+1) Dex12(+2) Wls lS (+3)
Th ey appear to ha ve been warriors, but most of their arm or Con 18 (+5) Int 10 (+1) Cha 18 (+5)
and weapons arc80ne. All that remains are afe w scraps Equipment quarterstaff
and the remnants of belts and straps.
Several more humanoid mushrooms can be see n Rust Monster (R) Level 6 Skirmisher
dee per inside the chamber. One ofthe creatures holds a Medium natural beast XP 250
Initiative +10 Senses Perception +5; low-light vision
staj] Afour -leEwed in sectoid creat-ure swee ps itsfeathered
HP 66; Bloodied 33
antennae back and f orth alon8 the base of a smallled8e, AC 20; Fortitude 16, Reflex 21 . Will 17
apparently try itlfl tof ind a way to reach the top. Speed 8
CD Bite (standard; atwlll)
Perception Check +11 vs. AC; 1dl 0 + 5 damage, and if the target is wearing heavy
DC 12 The bodi es of th e dwarves have had their armor, the armor is rusting until the end of the encounter.
hands rcmoved. While the armor is rusting, the target takes a cumulative -1
penalty to AC, to a maximum penalty of -5.
f Dissolve Metal (standard; encounter) + Reliable
5 Myconid Guards (G) Level 4 Soldier Targets a creature wearing or wielding a rusting magic item of
Medium fey humanoid (pl"nt) XP 175 each
10th level or lower or any non-magic rusting item; +9 vs. Reflex;
Initiative +5 Senses Perception +3: tremorsense 10 the rusting item is destroyed.
HP 56: Bloodied 28 Rusting Defense (when the rust monster is hit by a weapon
AC 18; Fortitude 17, Reflex 16, Will 14 attack; atwill)
Speed 6 The weapon used in the triggering attack is rusting until the
CD Spiny Strike (standard: at-will) end of the encounter. While the weapon is rusting, the target
+11 vs. AC; 2d6 + 3 damage. takes a cumulative -1 penalty to damage rolls on attacks that
<. Pacification Spores (standard: encounter) + Polson use the weapon, to a maximum penalty of -5.
Close burst 1; +9 vs. Will; ld6 + 3 poison damage, and the Residuum Recovery
target cannot take a standard action until the end of the A rust monster consumes any item it destroys. The residuum
myconid guard's next turn. from any magic items the monster has destroyed can be
Roots of the Colony (free, when the myconid guard is hit by an retrieved from its stomach. The residuum is worth the market
attack while a myconld ally is within 5 squares of it; atwill) value of the item (not one-fifth the value).
The myconid guard takes half damage from the attack, and Alignment Unaligned Languages -
the myconid ally takes the same amount of damage. Str 8 (+2) Dex 20 (+8) Wis 15(+5)
Horrid creatures lurk in the bottommost basements 1 abolcth slime mage (level 17 artillery, MM 8)
of the world. Nearly all these creatures can be found 1 kuo-toa leviathan (level 15 elite brute, page 149)
densely packed in an underground city, a waterlogged 2 water archon tide striders (level 15 skirmisher;
vault, or a series of interconnected tunnels that make MM218)
up their lair. However, smaller collections of crea 4 aholeth servitors (level 16 minion, MM 9)
tures that have ventured far from their point of origin
are not uncommon in the dank tunnels of the Deeps. BEHOLDERS: M AD TYRANTS
Judged by the standards of most races, beholders are
ABOLETHS:
insane. This instability of mind is the reason these
SLIMY OVERLORDS
supremely dangerous, powerful creatures have failed
to estahlish dominance over the Underdark and the
Aboleths are subtle, malevolent aberrations from
surface world.
the Far Realm that squirmed into the world as it was
A beholder's insanity manifests most clearly in
being forged. These tentacled, manyeyed creatures
its overweening ego. Confident that it is right no
appear as gruesome fusions ofslugs and primitive
matter the evidence before it, a beholder is likely to
fish and sport several tentacles, including a tentacle
doom itself by holding to a determined course when
like tooth-studded tongue. Aboleths are able to seize
merely changing its mind could ensure a more favor
the minds of their foes and, ifgiven enough time, con
able outcome. Beholders' egos also prevent multiple
vert them into permanently slime-skinned servitors.
beholders of equal power levels from cooperating for
Aboleths swim through drowned crannies and
too long-one beholder will invariably find a point of
skate on mucus trails through light less tunnels.
disagreement with another. No matter how minor the
They live togethe r in groupings called broods. When
point, the argument will become the basis for a fight
several broods abide together, it is within an asym
that is likely to turn violent. If the topic ofa rival can
metrical, halfdrowned city of their own construction,
somehow be brought to a beholder's attention, rage is
where eye-torturing wonders of aboleth engineering
often the immediate result.
gurgle and pump away at unknown tasks.
Despite the beholders' inability to compromise, the
Lone aholeths make their way to the Shallows,
Deeps contain such awful wonders as beholder hive
where they haunt ruins, lakes, and old temples. leav
cities, whose appearance can vary between tangled
ing solitary slime trails through barren tunnels, year
underground mazes of curved tunnels carved by
after year, without hope or want of companionship.
disintegration rays to cities of alien, rounded architec
Aholeths work toward a day when all the planes
ture that depend from the ceiling ofgreat Underdark
of creation are subsumed into the Far Realm's mind
caverns. The beholders that reside in these hives tol
numbing immensity. Conflicts between mind flayers
erate each other's presence. Some influence, whether
and aboleths are especially violent; the mind flayers
of a more powerful master or some restraining fea
want to rule all the cosmos, while the aboleths want
ture of the area itself, keeps these creatures in check.
all the cosmos to be consumed by, or at least wholly
Most heholders are encollntered as lone creatures,
corrupted by, the Far Realm. If the latter were to
.perhaps accompanied by lesser eyes of flame or
occur, the mind flayers would have no empire. There
other servitor creatures. A humanoid mastermind or
fore they oppose aboleths wherever and whenever
criminal lord might be reluctant to reveal his or her
they can, and aboleths kill mind flayers on sight.
identity, but a beholder's ego ensures that those who
For all their intelligence, sages wonder if abo
face a beholder-organized plot need only pierce a few
leths recognize themselves as individuals; are their
layers of subterfuge before they come face to face with
activities and works devoid of true cognizance?
the many-eyed ringleader.
1f so, aboleths are truly alien and motivated by
frighteningly advanced and adaptable instincts,
not reason. BEHOLDER VENGEANCE
Leve1 20 Encounter (XP 15,000)
After the destruction ofits lair hy mind flayers , this
PROCESSION OF SLIME
beholder has decided to rid the Underdark of as
Level 16 Encounter (XP 7,800)
many illithids as pOSSible. It currently hunts with a
An aboleth slime mage travels through the Under
few grirnlock minions that served the last mind flayer
dark in a comfortahle tank of slime drawn by a
it slew.
kuo-toa leviathan. A pair of water archon tide striders
1 beholder eye tyrant (level 19 solo artillery,
maintain ,vatch and keep the leviathan in line, while
]'\tINI 32)
aholeth servitors tend to the slime mage's needs.
6 grimlock thugs (level 18 minion brute, page 145)
their positions_They undermine superiors, betray A blademaster leads a team of explorers from Erelhei
comrades, and crush those inferior to them_ Cinlu. He doesn't care about the survival of his allies,
Pain and suffering are omnipresent Whether only the glory that he can bring back to the city.
or not an individual drow takes pleasure in inflict 1 drow blademaster (level 13 elite skirmisher,
ing pain. she uses it unquestioningly as a tool of first MM94)
resort. Acts of cruelty are casually undertaken. Every 2 drow spiderguards (level 12 skirmisher, page 62)
interaction plays out as a dominance challenge. The 4 drow warriors (level 11 lurker, MM 94)
strong get what they take; the weak receive the drub
bing they deserve.
Among the drow, only the truly mad feel no para DROW TRADERS
noia. Those who fail to watch their backs soon find Despite their terrifying reputation , many drow
seek mercantile opportunity over violent conquest.
them full of knives.
These Silken-tongued diplomats put wary communi
ties at ease by providing much-needed supplies and
DROW PATROLS information.
Even well outside their own realms. drow take pains Motivated by greed and lust for advancement,
to exterminate outsiders from the surface world. They drow traders coolly calculate the benefits of any
see such patrols as a sort of"housekeeping" duty they interaction. They swindle or waylay trading partners
perform on behalf of their drow matrons. Most of the foolish enough to drop their guard . To gain an edge in
time, such patrols are deSigned merely to continue bargaining, adventurers can point drow traders to a
showing forth the drow's merciless and cruelty, and lucrative trading opportunity (such as a nearby com
to keep all creatures that come across the drow well munity in need of goods).
apprised of that fact. Every great while, a drow patrol A moderate Dungeoneering or Insight check
comes across a true threat to drow dominance. If the aJlows adventurers to identify a trading party. The
patrol is eliminated, the failure ofthat unit to report body language between the well -groomed, luxuri
back in a timely manner still communicates a mes ously attired party leaders and their employees, the
sage back to the drow who organized the patrol: A curtly obedient caravan guards, tells the tale.
powerful threat to drow is in the area, so be wary. Traders from Erelhei-Cinlu are often allied with
The level 13 encounter on page 95 of the Monster House Godeep (page 67) and bear its emblem, a
Manllal describes a typical drow patrol. platinum crossbow.
That said, unlike a drow patrol, a group of explor skirmisher, MM2 131)
trapped in a desperate existence. They might ally These grimlocks serve no master but themselves,
with outlanders to avenge their exile-or seck trea hunting through the Deeps for humanoid flesh.
sure and slaves in an attempt to slide their way back 1 grimlock hulk (level 16 brute, page 144)
into the good graces of former patrons. 3 grimlock ambushers (Ievelll skirmisher,
Some rebels are loners. living either a solitary MM 148)
existence or one surrounded by non-drow allies or 6 grimlock minions (level 14 minion, MM 148)
servants. Others belong to larger resistance efforts.
gathered together with other drow (and non-drow) in
common cause. The most notable resistance move
Kuo-ToAS:
ment against the drow ofErelhei-Cinlu is the Cult of CRAZED FANATICS
the Elder Elemental Eye (page 72). These rebels spit Kuo-toas are loathsome fish-people who live in and
on Lolth's harsh authority. espousing the lunatic free along lightless Underdark seas. They are a race whose
dom of their obscure and abstract god. madness has brought them to the brink of extinction
A moderate Dungeoneering or I nSight check is many times. They always rebound , each time darker
sufficient for the characters to differentiate rebel and more twisted. Their frustration and rage is fueled
drow from those loyal to the established hierarchy. by their absolute and universal belief that they are
Such drow forgo normal clan emblems. use old or the ultimate humanoids. Each time they rebuild their
mismatched gear. or travel with unusual companions. shattered settlements, they do so with utter faith that
this time they will rise to dominate the Underdark as
Level 10 Encounter (XP 2,500)
destiny demands.
A rebellious drow warrior has formed an alliance
Kuo-toas hate other humanoids of the Underdark
with two other outcasts: a dark stalker from the Shad
with unbridled fury and are incredulous that these
owdark and a banshrae currently out offavor with
"lesser beings" still manage to stand in their way.
its fomorian Feydark court. Along with the muscle of
Kuo -toas build temples to gods no one in the world
a pair of trolls. these rebels strike back at the power
has heard of and regard aboleths as servants of those
structures of all three planes ... though characters
same gods; aboleths could be responsible for the taint
who trust them too much are in for a surprise.
of madness suffusing the kuo-toa race. Or perhaps
1 drow warrior (level 11 lurker. MM 94)
aboleths are the vanguard of a new reality that the
1 banshrae dartswarmer (level 11 artillery. MM 25)
kuo-toas long for.
1 dark stalker (level 10 lurker. MM 49)
The level 18 encounter on page 173 of the Monster
2 trolls (level 9 brute. MM 254)
Manual describes a typical kuo-toa patrol.
GRI MLOCKS: BLIND SAVAGES
Cruel and bloodthirsty savages. grimlocks roam the MIND F LAYERS:
Deeps silently and without need for illumination V ORACIOUS HORRORS
they are congenitally blind and rely on other senses
Mind flayers are tentacled monsters that feed on the
to locate their prey. Grimlocks serve as thralls to
brains of other creatures. They bend others to their
more powerful monsters. and any given grouping of
will and wield powerful abilities to shatter the minds
grim locks is probably associated with mind flayer.
of their foes. Mind flayers are sadistic. highly intel
medusa. or drow masters. However. free communities
ligent, and wholly evil. Coldly self-serving, they think
of grim locks are allowed to survive by the slave mas
nothing of fleeing an encounter and abandoning
ters-grimlocks die out after only a few generations in
their companions or servitors to their fate.
captivity. and the free populations ensure that there
Common lore has it that the race once held a sub
will always be more slaves.
stantial empire in the world. an empire that reached
Grimlocks are voracious meat eaters that spend
to other planes and distant places visible in the world
a Significant portion of their time ranging far from
only as twinkling stars. If ancient stories are to be
their lairs looking for fresh food. Though they will
believed. entire humanoid populations were extermi
feast on any creature if nothing else turns up, they
nated in the course offeeding iJlithid appetites, the
far prefer the taste ofhumanoid flesh over any other
energy of the sun was rechanneled to fuel ambitions
meal and especially prize human meat.
of interplanar conquest, and whole continents were
Grimlock thralls encountered in the Deeps are
set aside for slave races whose only purpose was to
often scarred with some sort of brand or identifying
serve iJlithids as beasts of burden, military fodder,
mark, especially if they are slaves to the drow: The
and livestock upon which to feed.
mark of the drow master that the grimlock serves
appears as a blackened scar on its face where other
creatures have eyes.
A trio of powerful illithids and their grimlock hulk ask her for the dead draw's stuff
ERELHE1-C1NLU /
For para80n tier and epic tier characters House leaders are called matron mothers. Like the
priestesses, their power is said to derive from Lolth.
The city ofErelhei-Cinlu dominates the vast cavern Of course, when they punish the weak and elevate
known as the Vault of the Drow. Though the Vault, the strong, they're more likely to mention the prag
aglow in a purple bioluminescent haze, is six miles matic concerns of the house than to invoke theology.
long and nearly as wide, the drow city is its crown. Each house is known by an emblem, which not
Erelhei-Cinlu is the most influential and cosmo only signifies the wearer's affiliation but also suppos
politan of all drow cities in the Underdark. Ruled by edly recalls (to historians) some Significant detail of
eight noble houses, each dominated by a high priest the house's past glory.
ess, Erelhei-Cinlu crouches at the center of a web of The houses are eight in number, ranked below in
alliances and rivalries, hidden plots, and ancient tradi descending order ofinOuence.
tions that reach through an untold number of tunnels
and caverns beneath the world, and on its surface.
MATR1 A R CHY AND GENDER
"In the Deeps, even the points of ligh t Among the drow in Erelhei-Cinlu, females rule. and males
are pretty dam n dark. j)
fear their wrath. The o nly goddess. Lolth. is female. It is a
simple matter of lOgiC. the n, to see that females are holy,
- Anonymous dwarf adventurer and males essentially superfluous.
The drow understand that females are stronger,
RULING H OUSES sma rter. and more e motionally controlled than males.
Male drow are superior to females or males of any other
The real power in Erelhei-Cinlu (and by extension , species. but inferio r to a ll but the lowliest and most
in the entire Vault) resides in the matriarchs of the despised of drow fe males.
noble houses. All the ruling houses are webbed in Females aspire to positions of power, and can lead
intrigue so thick that no one drow matron or spymas temples or houses. Males must specialize and excel to
ter knows all the ruses and conspiracies in play at any justify th eir wretched existences. They can do so as war
one time. riors, skilled artisans, or expe rt sages.
By tradition, eight noble houses oversee Erel Ma les are taught to do what fe males command of
hei-Cinlu. Members of these great clans refer to them, or suffer dire consequences. An orde r by a high
themselves as if they were extended families, related ranking female of a rival house must be obeyed. To do
by blood. In fact, they're symbolic alliances con otherwise would be to risk t he wrath of the matron of
nected by ceremonies of adoption. Blood families one's own house- eve n if she despises the issuer of the
belong to the same house. They watch each other's original demand.
backs in the house's constant internal struggle. How
ever, the houses' membership rolls are so large that
females need not look outside their clans to find
unrelated mates.
world-it is one of the jewels ofthe Ghetto of Scholars. In a cherished image, drow see themselves as "dewdrops
Its proprietor, the sorceress Elizarea, focuses on lore on the web of lolth." The great spider plucks gently at the
and rituals that deal with demons. torment, interroga strings of her all-encompassing web, and the drow quiver
tion, and painful death. and shake to her will. The image reflects the drow belief
that lolth subtly intervenes in their affairs, and that the
machinations of the god prevent their dark society from
GHETTO OF ARTISANS
falling apart. When conflict between drow threatens
Amid the twisted streets, walled mansions, and
the society's overall stability, the Spider Queen quietly
workshops of the Ghetto of Artisans, drow crafters
brings about the downfall of those who have gone too
produce fashionable garments. fine art, sculpture,
far. Shaping her people in her own image, lolth remains
custom poisons, and implements of torture, all con
the greatest conspirator of all.
forming to drow aesthetics. House Godeep controls
this district.
the Crop and Manacle, which is an inn, a tavern, and This warren of narrow streets and tottering build
a torture chamber all in one. ings serves as home to humans, dwarves. gnomes,
here in violence and squalor. Residents include The district is only place in the city (and in the
bugbears and related goblins, troglodytes, trolls, drow realm beyond) that allows temples dedicated to
quaggoths, and other Underdark (and surface) crea non-drow deities. Along with the ubiquitious shrines
tures. The residents are slaves or indentured servants ofLolth, temples to Vecna, a tentacled aspect of
sworn to the drow noble houses. A few have won their Melora, and Orcus can be found here.
freedom but continue to live here, building new lives
as mercenaries or freelance adventurers.
One of the most popular destinations in the city ENSLAVED DROW
is the Ceremonial Arena, a stone coliseum that hosts In th brutal world of t he Underdark, the masters some
never-ending bloody combats. Great sums are wagered times become the enslaved. Captured drow patrols or the
here on the outcomes of fights between gladiators and victims of raids on remote outposts become the thralls
monsters, the length of time prisoners ca n withstand of beholders. fomorians, and ther foul creatures of the
torture before dying, and brawls between squads of Underdark. Drow slaves are highly sought out by purple
bugbears, troglodytes, or other warrior races. dragons. who use them as expendable warriors and pack
animals. These crafty denizens of the Underdark consider
GHETTO OF OUTCASTS
the dark elves their natural serva nts. breaking the will of
This filthy district is the last destination for drow
captive dr w with dread rituals.
undesirables, including criminals, beggars, half.
To the free drow. enslavement to other creatures is
breed s, and the survivors offaJlen noble houses.
so Viscerally revo lting that they kill drow thralls and call
House Xaniqos has dominion over the ghetto, but
it mercy. In a battle against a retinue that includes draw
doesn't expend resources to maintain any actual con
slaves. free draw warriors target their enslaved kin first.
trol. As a result, the district is run by criminal gangs
Despite lolth's attempts to protect her status as the sole did the traitorous deed, and their iconography depicts the
god of the dark elves, a second evil deity has persistently chains binding Tharizdun as webbing spun by the Spider
managed to insinuate his faith into drow culture and soci QUeen. Tharizdun's cultists pursue nothing less than the
ety. Followers of the Cult of the Elder Elemental Eye fashion destruction of t he universe. They believe that if their god
themselves as a resistance movement. The cult appeals to had not been imprisoned, the Abyss would have continued
misfits, the aggrieved, and the mad. The priestesses of lolth to grow. By consuming all elemental matter, this eternal
take a hard line in their efforts to suppress the Elemental Abyss would have snuffed out the corruption of life as soon
Eye, but the cult uses moles among Lolth's faithful to warn as it began.
its diSciples of impending arrest. The sect recognizes no Single leader, since doing so
Cultists hide from danger in the Hollows, a sector of would make the cult too easy to bind as Tharizdun was.
tunnels separated from the Vault of the Drow by some 50 However, Nalva Dhaunel is its most notorious priestess. A
miles of hard travel. The reverberant echoes of the Hollows former scion of House Tormtor, Nalva fell into the service
magnify all sound, turning whispers into screams and careful ofTharizdun when the cult's corruption caused that house
footfalls into thudding treads. Catching creatures by surprise to be destroyed. Some survivors of Tormtor hunt her as a
in the Hollows is difficult at best (Stealth checks take a -10 scapegoat for their house's fall; others seek her out because
penalty), and teams of cult-hunters are often left to fruit they see her as the most powerful surviving member of the
Ilessly wander the area long after their targets have fled. hOUise and want to join the cult in her service. The paladins
Although they are disinclined' to utter his name, the of House Zhiq'nah are her sworn enemies, and drow mer
cultists bow down before Tharizdun, the Chained God. This cenary companies strive to claim the price the priestesses
deity created the Abyss and was rewarded with betrayal have put on Nalva's head.
and imprisonment. His drow cultists believe that Lolth
O UTLANDERS IN THE CITY The Hook Inn is named for the replacement
appendage at the end of its proprietor's wrist. Inn
Though unquestionably a city of the drow, Erelhei
keeper Relprhin offers clean and affordable rooms,
Cinlu tolerates outlanders from all realms. Of course,
but warns visitors that he reports all unusual activi
these visitors must abide by the city's traditions
ties both to the priestesses ofLolth and to his patron.
(which many of them find distasteful or repulsive) as
The unusual clientele of the tavern known as
well as survive the myriad threats present in such a
Hunter's Rest is a mixture ofwandering drow raiding
deadly location.
parties and outlanders. This place attracts adventur
Foreigners, including adventurers, can enter the
ers who like to drink with people who might try to
city by approaching the guard tower located at the
kill them if they met out in the tunnels.
Great Gate and requesting guest cloaks. These dark
Visitors who are short on gold can stay at the aus
green garments identify the wearers as temporary
tere Broken Shingle.
visitors. After six months, a visitor can apply for resi
Taverns in the other ghettos cater to drow, who
dent status and exchange the green cloak for a black
might be permanent residents or visitors from other
metal spider medallion if such status is granted.
drow cities. Notable examples include the intoxicat
Outlanders quickly learn to keep their heads
ing Upturned Jar in the Ghetto of Performers, and
down . Visitors can be attacked with impunity by any
the Crop and Manacle in the Ghetto of Chattel, both
high-status drow. Any guest deemed responsible for
mentioned above.
the death of a resident can face retribution ranging
from monetary compensation to the relevant house
(for a servant's death) to a fuil-fledged vendetta. BEYOND ERELH EI-CINLUI
Though the city dominates the Vault and the tunnels
ACCOMMODATIONS beyond it , many important locations exist beyond its
A few establishments in the Ghetto of Foreigners polished basalt wall.
cater to outlander adventurers. Anyone conducting
business in their public areas should assume they're NOBLE ESTATES
being watched by at least a half dozen informants. Lost in the purple gloom of the Vault that encom
Those who want to flaunt their wealth (and possi passes Erelhei-Cinlu, the estates of the drow nobles
bly lose it) often head to the New Black Widow, a lush are vast and wondrous compounds, with elaborate
gambling den. Its expensive rooms offer luxurious buildings and carefully maintained grounds. Each of
amenities. The proprietor, Tebas, assures customers the ruling families maintains an estate outside the city
that the owner who used to fleece customers was his in the Vault, amid forests of phosphorescent fungus ,
twin brother, now deceased. stands of pale grass, and albino ferns and trees.
\\Then speaking among themselves, the drow authOrity. Each of its institutions runs its affairs
ofErelhei-Cinlu never use the phrase "the Fane of autonomously, maintaining its own hierarchy-and
Lolth." It's simply "the Fane." There is no other, nor an incessant internal struggle. These centers ofinflu
could there possibly be a rival to its position in the ence deal with each other as individuals,jockeying for
life of the city. position and exercising power. Although the metaphor
The drow are all but monotheistic, recognizing can be taken too far, in many ways the institutions of
no other divine beings as true gods. Bahamut, Mora drow SOCiety behave like interlocking crime families.
din, Torag, and the rest are acknowledged as real, Respect is power. The rules are inviolate until they're
and powerful, but as beings oflesser status. Those not. The threat of force underlies every negotiation.
caught praying to or drawing divine power from The drow acknowledge no law, but place great
false gods are consigned to the Fane as sacrifices. store in tradition. Predictably, when a powerful drow
In drow society, worship ofLolth is obligatory and needs to flout her group's established customs to
ruthlessly enforced. seize or maintain power, this respect reveals itself as
Simple lip service.
SATELLITE CITIES Fear of punishment drives drow to succeed.
At least six smaller drow cities connect to the Vault Leaders treat innocent failure as harshly as they do
of the Draw by narrow, well-defended passageways. purposeful wrongdoing. Con fisc at ion ofproperty
Outlanders don't know much about them , because is the least of a drow's worries compared to slavery,
the passage guards kill unescorted non-drow on torture, and execution.
SUNLESS SEAS
Are the great seas of the Underdark larger than the Despite their lack of sunlight and their depth
oceans of the surface world? The question is probably beneath the surface, the waterways of the Underdark
impossible to answer. The giant Underdark seas are are home to a vibrant variety of marine life. The lakes
so much more forbidding than surface oceans that and seas feature a number of nutrient waterborne
creatures from the world above have little means of fungi as well as many varieties of fish , cetaceans, and
generating a meaningful comparison. invertebrates upon which other creatures prey. Kelp
Scale is also a problem. Where the oceans of the and plankton form the base of the food chain, which
surface stretch out under the great blue dome of the rises through fish, snakes, and eels upward to sharks,
sky, a "single" ocean within the Underdark can be sahuagin, kuotoas, and krakens.
first encountered in a preposterously large cavern, The Spire Sea, described below, is one example of
then go entirely underground through labyrinthine a sunless sea.
cave networks, and then "surface" within smaller
caves, all parts linked by the same tidal forces and THE KING'S HIGHWAY
ocean ecology. Thanks to the constantly shifting bor Torog's crawlways function differently in the depths
ders ofliving stone, one can never be entirely certain of the sunless seas from how they work in the tun
where one ocean ends and another begins. What was 'nels of earth and rock. The highway slithers along the
an ocean a few months ago might now appear to be bottom of a body of water and can be quite difficu It,
merely a lake. or impossible, to encounter by diving down from
As one might expect, most sunless seas are bitterly the surface of the water. To truly follow the King's
cold. However, hydrothermal vents or magma upwell Highway across a sunless sea, one must find a way
ings can keep areas of these oceans at a comfortable to exist deep underwater for an extended period.
or even tropical temperature. Once one loses track of an underwater section of the
Though many sections of the great sunless seas highway, getting back onto the same stretch is nearly
are pitch dark, other areas can be breathtaking to impossible.
behold. Lucent coral and other bioluminescent sea Both along the shore and beneath the waves, the
life provide splashes of color in the depths. Creatures King's Highway attracts mallY predators. Those that
that want to be noticed sport bioluminescence or live underwater exist in a nearconstant blood frenzy,
magical light, so that an Underdark ocean horizon stirred by the traces of divine blood that still linger in
can resemble a dark plane lit by sudden flares and the highway.
fireworks displays, scattered widely over the expanse.
Soaring spires and other wondrous feats of stonework
lie beneath still waters, reminders oflost (or undis
covered) civilizations.
III
duergar will reside in Gar Morra, and the Clans a story they tell their wee tykes." :::
...J
-A sorrowful dwarf trapped in the Spire Sea z
:J
III
community. The lower half of Gar Morra is a haunted During a furious storm in which the Boldbeard
ruin prowled by strange beasts, drow, kuo-toas, and ships lost Sight of the other clans, the dwarves
undead from the ancient war. opposed to the quest saw their chance. The bitter
The dwarves and the duergar mine and craft side battle on and among the ships lasted for hours, and
by side, and, though other dwarves would consider when it was over, only five of the clan's sixteen ships
it sacrilege, they continue to worship Moradin. They remained afloat. These turned back to the shores
occasionally make an effort to trade, using platforms they had departed, but none of the ships reached
on immensely long chains to lower themselves down land. Another squall smashed them against stone,
to waiting ships so that they can avoid opening the and the prophecy of doom for the clan was fulfilled .
blockades against the lower city. Yet despite their fine Now, the broken ships of the Clan Lost surge from
craftsmanship, Gar Morran goods are unwelcome in the depths to attack the ships of the living, sometimes
many markets for fear of the devil's taint. singly and other times in a devastating swarm. Their
targets are difficult to predict, but they have been
THE CLAN LOST known to rise in defense of vessels bearing dwarves
A fleet ofghost ships flits across the waves of the among their passengers, even those from Gar Morra.
Spire Sea. Captained and crewed by undead dwarves, Some clan ships rise to fight others of the Clan Lost,
these are the vessels of the Clan Lost. Once proud continuing a battle begun centuries ago. The spirits of
dwarves of the Boldbeard Clan, legend has it that the Clan Lost can never know peace until their clan
they lost their way on the journey to Gar Morra. In knows peace, but who would dare act as a diplomat
truth, they turned back. Some of their diviners had for the dead?
read the signs the Seven Clans had received differ
ently. It was true that the stalactite they sought held THE SPIRE SPIDERS
great promise, but some of the Boldbeard dwarves Although monstrous spiders serve them as beasts of
saw doom lurking behind the dream of riches. burden, the group of pirates known as the Spire Spi
ders gain their name not from the company they keep
but from their strange high-wire lives. This motley
GHOST SH1PS horde of troglodytes, grimlocks, exiled drow, ogres,
When conditions are right on th ocea ns of the surfac and oni lives in the heights of the massive stalag
world, a supernatural storm known as a ghost gale materi mites that protrude from the surface of the Spire Sea.
alizes as if from nowhere. A ghost gale creates a whirlpool Riding giant bats and other flying mounts, they soar
that can sweep a ship through a vortex down into the out to stalagmites far frOI11 their hidden outpost and
sun less seas of the Deeps. Frightened sailors taken by set up traps for ships along likely travel routes. Ropes
such storms frantica lly ply those black waters in search of strung between spires allow boarders to drop upon
a way home, but the time they spend raiding and fishing passing ships while flyers make diving assaults. Occa
belies the fact that they no longer require sustenance or Sionally they stretch heavy chains between the stones
sleep. The ghost gale slays those it carries down to the below the surface of the sea to snare ships.
Deeps, and these lightless seas become the site of a ghost These cnuhroats follow the orders of a leader
crew's afterlife. known to outsiders only as Blackfang and rumored
Ghost ship captains, anxious for guidance toward to be a doppelganger. Actually a rakshasa, Blackfang
familiar shores, warily welcome diplomatic explorers. frequently adopts the appearance of one of his own
The members of a ghost ship crew might be willing to folIowers to spy on them. He ruthlessly slaughters
trade magic items and other relics. They serve up boun any among his crew who show signs of cowardice
tiful feasts to their guests, never noticing that their own or betrayal, taking his customary disguise as a male
appetites have left them. If confronted with the truth of drow warrior when he does so.
their existence, they respond with disbelieving laughter,
then hostility.
Ghost ships are most often found in oceans closest to
a border with the Shadowdark. Though the sea's inhab
itants are inclined to leave the ghost ships well alone,
ships and their crews are subject to raids from fomorian
ghost shamans.
CHAPT E R 3 I The De e ps
Scattered throughout the Deeps in small cities, splin THE UR-BRAIN
ter cells, and plotting concords, the race of mind Scattered through the Deeps, small cabals and com
flayers searches for brains, power, and a path to munities ofiJIithids pursue the hunt for fresh brains
regaining its former status as masters of the Under and for power. Each city is ruled by its own set of
dark and worlds beyond. elder brains- vast organs that dwell within brine vats,
encompassing the aggregated minds of the city's dead.
NIHILATH,
Though immobile and vulnerable, the elder brains are
powerful entities. Even so, they are only echoes of the
FALLEN ILLITHID EMPIRE
power of the original Ur-Brain that guided Nihilath.
For para80n tier and epic tier characters IIIithid histories claim that the first elder brain
was formed in the Underdark, coalescing when the
Even as the races of the surface world lament the Far Realm first erupted through the Underdark's brit
ruins of their shattered civilizations, the illithids of tle foundation . A fragment of brain matter was pulled
the Underdark are tortured by an insatiable hunger through the breach and found a fertile sludge in
for the glory of fallen Nihilath. which to take root and grow. The parasites it spawned
This vast empire spanned the still-expanding were the first illithid larvae, crawling out to penetrate
recesses of the Underdark throughout the first era the minds oCthe Underdark's primitive humanoid
of mortal history. Its gruesome living architecture inhabitants and become the original mind flayers.
filled the tunnels and caverns of the subterranean As the iIlithids built the empire ofNihilath, this
world. While the drow still huddled in dark corners first elder brain became an entity of unimaginable
and dwarves dug gold from shallow pits, mind !layers might, its power outstripping present-day elder
patrolled the Underdark with proud impunity. Their brains by an order of magnitude. Unknown beings
legions of slaves excavated countless passages, built destroyed this Ur-Brain during Nihilath's collapse,
towering structures, and kept the illithids fed with an but even today, all illithids feel its ancient call deep in
endless supply ofbrains. their minds. The mind !layers believe that a fragment
Their heritage enabled mind !layers to thrive in of the Ur- Brai n still lives, and that if a sliver of that
the early, ever-shifting Underdark. Imprinted with tissue can be found , the Ur-Brain might be regrown.
the twisted unreality of the Far Realm, illithids More important, the vengeful larvae it spawns might
adapted easily to the constant shifts in Nihilath's well remember all ofNihilath's lost secrets.
physical foundations . The later great subterranean As a result, mind flayers have become archaeolo
settlements of the drow, dwarves, and fomorians gists of a particular sort, competing with adventurers
came into being only when parts of the Underdark and other treasure seekers for items and information
stabilized. Before them, the illithids allowed their that have any trace of connection with Nihilath or its
empire to divide and subdivide in harmony with ancient secrets.
its fundamental chaos. As a result, Nihilath spread
throughout the entire Underdark and far beyond. ABERRANT STRUCTURES
No one can be certain of the true reason for the A few ofNihilath's secrets were not lost. Illithids grow
empire's fall, though many tell a tale ofslaves revolt their walls and battlements from ritually altered
ing successfully against cruel masters. The illithids organisms imported from the Far Realm. Their
themselves are silent on the matter, though whether towers breathe and perspire. Pulsing veins run across
this silence is due to ignorance or shame might never the surfaces of doors, which bleed when cut. Homes
be known. nourish themselves on insects and vermin, which the
dwellings catch with lashing, gluey tongues.
The dessicated, long-dead structures in ruins left
NIHILATH NOWLEDGE over from Nihilath indicate that the empire's build
Dungeoneering DC 20: Mind fJayers once ruled huge ings, particularly its great fortresses, were stranger
swaths of the Underdark. using armies of slaves to mine and more powerful than the domes , bulbous towers,
resources and build their empire. and filamentous tubes that mind !layers grow in their
Dungeoneering DC 30: This mind flayer empire was present cities. Some sages believe that certain crea
known as Nihilath, and it existed before the Underdark's tures, such as ropers and oozes, trace their origins
geography stabilized. Its living architecture adapted to back to the living fortresses ofNihilath.
constant shifts of tunnels and caverns, and today its rem Aberrant structures can be of any shape or size.
nants can be found throughout the Underdark. They might resemble walls of mouths, sheets ofstone
colored flesh, or tentacled towers. Some common
effects of such structures include the following:
CHAPTER 3 I The Deeps
+ Squares adjacent to an aberrant structure are dif Wild brainmoss typically covers 4 to 10 squares of VI
ficult terrain . cavern floor or walls, usually as a contiguous patch. ~
+ Creatures on or adjacent to an aberrant structure Different varieties occaSionally grow in the same ~
take a -2 penalty to saving throws. large chamber. It can be identified with a DC 25 ~
Dungeoneering check. ~
+ Nonaberrant creatures that end their turns
Effect: Each variety of wild brainmoss has an I-
adjacent to an aberrant structure take 5 damage
effect on living creatures on or adjacent to it. Here are ~
per tier.
some possibilities: 0
An aberrant structure typically fills 1 to 40 squares. It
Gain vulnerable 5 psychic per tier.
can be identified with a DC 30 Dungeoneering check.
Gain resist 5 psychic per tier.
BRAINMOSS + Gain telepathy with a range of 10 squares.
As a predatory race dependent on the brain matter of Gain a +2 bonus to attack rolls for psychic powers.
sentient beings, mind flayers perch at the apex of the
food chain. The scarcity of their dietary need restricts Usage: The presence of brain moss can serve as
their numbers-even when they breed slaves as food. a harbinger of illithid presence nearby . . . or it can
The illithids ofNihilath supported a large popula Signal characters to search the vicinity for Nihilath
tion by way of a lost secret: the ability to cultivate ruins. Some varieties make mind layer encounters
brainmoss. This substance consisted of tissue seeded more dangerous, while others can help the illithids'
from liv ing brains. Grown on cavern walls and floors, enemies triumph. Choose the appropriate variety-or
it provided flavorless but sustaining food for densely varieties, for a particularly interesting encounter
populated illithid cities. that prOVide the edge to the side that needs it most.
Several varieties of wild brainmoss can be found
growing in the Underdark today. Mind flayers can ILLITHID SERVANTS
feed on wild brainmoss, but the secret of cultivat Since the earliest days ofNihilath, the illithids of
ing it for more extensive use has been lost. Reliable the Underdark have sought the rich flavors of brains
brainmoss cultivation would permit the illithids to steeped in emotion and experience. They captured
multiply their numbers enormously. and bred humanoid races as servitors and sources of
Wild brainmoss picks up and retains strong emo nourishment. In doing so, they wiped out several sen
tional impressions of sentient beings around it. These tient species native to the Underdark. Among them
emotions can have a significant effect on the minds of were the apelike ingai, the willowy dyath, and the
living creatures. large-skulled celeen. These beings inhabited Nihilath's
.- ._ . - .- . - .- .- .- .- .- . -.- .
breeding pens side by side "vith drow, humans, THE BUZZ1NG VAULTS
dwarves, elves, dragonborn, and the race of gith whose
escape gave birth to the githyanki and githzerai. For epic tier characters
When the empire fell, most servitors died of pre
dation or starvation. A few escaped. In some cases, Deep within the farthest reaches of the Underdark
entirely new races of the Underdark were born from resides an indigo expanse that remains largely
the servitor races. Future descents into the illithids' unknown even to the wisest ofsages and the most
realm will doubtless uncover descendants of these skilled of adventurers. The area known as the Buzz
servitor races. ing Vaults is one of the most dangerous areas in the
entire subterranean realm .
The Buzzing Vaults are composed of a vast and
THE RESTLESS HEAPS interconnected complex of roughly spherical caverns.
For para80n tier characters Within these humid grottos exist scores of tall spires,
Al l around this series of giant mounds in the Deeps. the filling the interior of these chambers like the teeth
Elemental Chaos exerts its influence. in a dragon's maw. A faint emerald glow fills each
cavern, the result of bioluminescent lichen covering
History: Torog designed this torture den to house a
the walls.
single occupant: a primordial who petitioned to serve as
one ofTorog's exarchs. Torog renamed the primordial the This area earned its name from the constant ener
Abnegator and erased its actual na me from history. Torog vating hum heard throughout the cavern complex.
tore the Abnegator's body asunder as part of the ritual This noise heralds an evil that should not be dis
torture each of his exarchs must endure, then buried each turbed: the terrifying insectoid creatures known as
segment under a mou nd of rock and dirt. swordwings.
Description: The Restless Heaps are giant mounds,
each up to 300 feet tall and 3.000 feet in diameter. The BUZZ1NG VAULTS KNOWLEDGE
mounds shift and change. but when viewed collectively Dungeoneering DC 10: Found in the Deeps of the
from above. they resem ble a roughly humanoid shape. Underdark. the BUZZing Vaults are so named because of
albeit w ith too ma ny limbs. Steam and geysers vent from t he constant hum that echoes throughout the complex
hund reds of holes in the mounds. Inside. great cages hold of spherical chambers.
victims who are tortured by blazing eruptions from the Dungeoneering DC 30: Swordwings living in the Buzz
Elementa l Chaos. ing Vaults collect valuable treasures in their nesting spires.
Wrackspawn and other servitors enter the mounds which jut from the floors and ceilings of the caverns.
through a Single gate. This portal, teleports randomly Dungeoneering DC 3 5: At the center of t he Buzzing
between the various mounds every minute (or even more Vaults is a grand cavern holding a honeycombed pillar
often), so a mound might be covered with wrackspawn known as the Great Mire. Countless swordwings swoop
and other servitors that want to enter but must wait until around the column in constant combat.
the gateway randomly teleports close enough to reach
befo re it teleports away again.
The Restless Heaps lie in an area where the Elemental NEST ING SPIR ES
Chaos occasionally intrudes into the Underdark. Rather Swordwing nesting spires stand roughly 15 feet tall,
than causing the eruptions. the Abnegator's ongoing sacri constructed of whatever resources the swordwings
fice prevents the Elemental Chaos from spilling over more can find and held together with a pastelike substance
dramatically. If the place were to be destroyed. a sizable produced by regurgitating undigested food. Sword
portion of the Deeps would blow up as the Elemental wings live in castes, with most individuals residing in
Chaos bursts through and resculpts the landscape. the spires along the lower hemisphere of the cham
However, as long as Torog endures, none of his torture ber. Nests occupied by members of the highest caste,
dens ca n be eliminated. In time. the Restless Heaps would the crownwings, hang from the vaulted ceiling like
regenerate. allowing the Abnegator's damping power to mighty barbed stalactites.
flow back into the world. Violent death comes quickly to those who intrude
Adventure Hooks: At the Restless Heaps. the char upon a swordwing nesting spire. Characters strong
acters encounter paragon tier elemental and Underdark enough to survive such an encounter can find trea
creatures. sures of wonder arranged for display within the
Underdark denizens who hate elementals assume that swordwings' cavernous lairs.
the elemental eruptions are caused by the Restless Each spire's collection ofgathered items is un.ique.
Heaps and hire the characters to destroy the place. Because each spire is a reflection of a sword wing's
Signs indicate that the Abnegator will soon attack the own taste, it would not be uncommon to find one
world. The tools and knowledge needed to defeat him fiUed with books and scrolls, while another is filled
lie dee p within the Restless Heaps. with gold, gems, or rare artifacts.
- - - . _ - .- - . - - . - . - - - - - - - . - .
MHERKRUL
For para80n tier and epic tier characters
HATCHLANDSKNOWLEDGE
Dungeoneerlng DC 20: The Hatchlands are an area
of the Deeps where beholders are born.
Dungeoneering DC 30: Beholders believe that the
Great Mother, progenitor of all beholders, was born in the
Hatchlands. They consider the area as neutral ground for
their kind.
Dungeoneering DC 35: From time to time, behold
ers throughout the Underdark are called together in the
Hatchlands to learn the desires of the Great Mother.
C H A P T ER 3 I The Deeps
III
THE IMPULSE C1T'Y OF ANATHEMA 0
No single beholder dares to claim the Hatchlands Z
For epic tier characters ~
as its exclusive domain. At rare times, the beholders ...J
of the Underdark feel a sick, uneasy feeling deep in J:
This fallen drow city in the Deeps of the Underdark now U
their globular bellies. After a period of nauseated con
serves as a torture den of Torog. It contains yuan-ti tied ~
fusion. they identify this effect as a call to fellowship
from the Great Mother. If they permit themselves to to both Torog and Zehir. :::c
History: Erelhei-Cinlu was not the original drow city. UJ
speak of it at all, they ashamedly call this feeling "the
impulse." It compels them to abandon their comfort
When they first arrived in the Underdark, the drow con- :::c
structed the majestic terraced city they called Erenira. I
able state of mutual hostility to come together toward
Today, it's better known as the City of Anathema, and it
a common purpose.
serves as one of Torog's torture dens.
The Hatchlands serves as neutral ground for
When the drow settled in Erenira, th River Ghal
beholders. Within its confines, they can restrain their
flowed clean, and food was plentiful. It was a time of
instinctive desire to violently establish dominance
prosperity for a beleaguered people, and they soon began
over all other creatures. Here, they can achieve this
to conquer nearby realms at Lolth's insistence. Torog,
feat without the impulse, though they seldom see a
enraged by the drow's contentedness and Lolth's intru
reason to do so.
sion, attacked Erenira. As he crawled through the city,
Upon arrival in the Hatchlands, the strongest
he upended its terraces, twisted its road, and crumbled
beholder senses the wishes of the Great Mother. It
its temple. He transformed the River Ghal into a foul,
uses its genius intellect to create a plan to carry out
stagnant lake.
those desires. It then lays out these instructions to the
To Torog's pleasure, the drow fled into the cold and
others as they arrive. Vexed by each other's company,
damp, once again a paranoid people without a home. He
the beholders leave as quickly as possible, fanning out
had shown Lolth that despite her power, in the Under
to perform their separate roles in the scheme.
dark she is still merely a spider hanging from a web in the
corner of someone else's house.
Then Tor g struck a pact with Zehir. He gave the shat
ALTERNATE THEOR1ES OF
tered city to the snake god's people, the yuan-ti, and they
THE HATCH1NG
promised to oversee it as a torture den.
As unyieldingly solitary beings, beholders can't be said to Description: Originally divided into sections based on
have a culture or a set of common myths. They do seem six societal castes, Erenira was built on six terraces. Streets
to be born with a flicker of collective memory about warped into impossible shapes by Torog's passage wind
the Great Hatching. The story given here is the most across the terraces. Visitors become lost in the maze like
commonly told, both by beholders themselves and by streets, cut off from their destinations.
surface world scholars. However, beholders are notori The city's present-day name comes from the thirteen
ous theorizers. If prompted, they might be tempted to yuan-ti anathemas that rule it. Each anathema has its
spout alternate versions of the story. Examples reported own torture pit, but only one anathema is the true king
by adventures surviving beholder captivity include: of the city. The others divide up territory, measuring it
+ The apocalyptic event that resulted in the Great not by neighborhoods but by streets. Factions battle at
Hatching was Torog's maddened crawl through the the intersections, and the winners take the defeated off
Underdark. to their leader's torture pit.
+ Beholder eggs condensed from the bodily effluvia of The torture pits must be fed victims constantly, or the
Torog, the crawling god. charter would be violated and Torog will come to reclaim
+The Great Mother was summoned by the primordials the city. The yuan-ti are fertile enough to feed the bub
to destroy Torog, their hat d foe. bling poison vats and beds of piercing fangs within the
+The Great Mother does not literally exist. She is a pits with their own young. However; they prefer to gather
personification by foo li sh early beholders of the victims of other races. Captives are currency in the City
Hatchlands' eggs, which itself was an anomalous but of Anathema, because when the current king dies the
entirely natural phenome non. anathema with the most prisoners seizes the crown.
+The original beholder egg was aCcidentally created Adventure Hooks: This epic tier city can be a staging
by iIIith ids. When beholders formed from it, they ground in conflicts between Lolth, Torog, and Zehir.
destroyed the iIIithids. (To accept this story, one must + The cha racters need a drow relic, and the drow
believe the beholders' claim that they caused the demand that they rescue a captive from the torture
downfall of the empire of Nihilath.) pe ns or find lost drow lore from Erenira to claim
the relic.
+ The adventurers slay a renegade anathema, and
discover they now possess its holdings (and political
clout) in the city.
CHAPTER 3
The adventurers set out to rescue a drow lIoble cap EXP ANDING ' THE D ELVE
tured by a party ofkuo-toa raiders_ The rescue might
be the result of negotiations with the noble's house, Any or all of the following elements can be added to
or ofinformation discovered in the course of the this delve to turn it into a longer adventure:
characters' previolls activities_ In any event, resclling + The adventurers must make their way through
the prisoner provides a sllre way to find favor with dangerous territory before reaching the kuo-toa
the drow-or to gain a bargaining chip for later use warrens. Encounters with a purple worm (Monster
against the dark elves. Manual, page 214), a tribe of grim locks (Monster
The kuo-toa raiders inhabit a warren of half. Manual, page 148), or a fomorian war party from
submerged caverns deep in the Underdark. Assume the Feydark (Monster Manual, page 110) are appro
that the adventurers know the location of the site, or priate challenges.
improvise a short skill challenge to allow them to find Another faction hopes to find the same drow noble
it. The delve opens with the adventurers on the edge before the adventurers can. A group of incunabula
ofkuo-toa territory. from the Shadowdark (page 146) might seek secret
Tiles: This delve uses one set of tiles from DU3: knowledge the noble holds, or a group led by a rak
Caves ofCarna8eTM. shasa assassin (Monster ManlLal, page 217) might
Levels: This dungeon delve works best for a party want her dead for the same reason.
of five player characters from 16th to 20th level.
The aftermath of the rescue (whether successful or
not) could include a skill challenge to negotiate the
return of the noble (or the noble's remains) and a
substantial reward.
Aboleth Slime Mage (M) Level 17 Artillery (Leader) alent amount of weight. It can be easily detached at
L'lrgl' ,lb"rr,I " ! " "lg lt,1 1 be,,,! (d'lUdtit) XP 1.flOO each corner (a total of four minor actions) or torn
Initiative +11 Senses Perception +15; dark vision loose with a DC 22 Athletics check (a standard
Mucus Haze aura 5; enemies treat the area within the aura as action).
difficult terrain.
ex:
River Rocks: Clusters of rocks within the water uJ
HP 118; Bloodied 64 I
are covered in slime, making these squares challeng- Z
AC 31; Fortitude 18, Reflex 18, Will 19
ing terrai n. A creature moving through these squares :::::l
Speed 5, swim 10
CD Tentacle (standard; at-will) must succeed on a DC 22 Acrobatics check or fall 0
prone. U
Reach 1; +19 vs. AC; 1d8 + 6 damage (3d8 + 6 damage against Z
a dazed target), and the target is dazed (save ends). Waterfall: The water drops 10 feet, the n flows on w
~ Slime Orb (standard; at-will) Psychic through turbulent tunnels and caverns before slow
Ranged 10; +11 vs. Reflex; ld8 + 7 psychic damage, and the ing. This is the escape route the adventurers must lise
target is slowed (save ends). in Encounter DW3 on page 92. Climbing back up
~ Dominate (standard; at-will) Charm
the wet rocks on either side of the waterfall requires a
Ranged 10; targets a dazed humanoid; +10 vs. Will; the target
is dominated (save ends). An aboleth slime mage can dominate
DC 25 Athletics check.
only one creature at a time.
-it- Slime Burst (standard; encounter) Psychic
Area burst 4 within 10; targets enemies; +17 vs. Reflex; ld8 +
7 psychic damage, and the target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).
Alignment Evil Languages Deep Speech, telepathy 10
world. Grand fomorian kingdoms that rival realms A fomorian blinder leads a student on an educational
of the surface sprawl through trackless vaults, deep trek through the Feydark. An enslaved eladrin pro
dwelling gnomes trace glimmering veins of silver vides instruction while a pair of cyclopses guards the
through winding tunnels, and mushroom folk cavort fomorians with their lives.
in the courts of their kings. The eladrin fights on the side of the fOl11orians
Still, the meandering, endless tunnels of the unless the characters persuade him to betray them
Feydark remain perfect lairs for small groups of (a complexity 1 skill challenge using Diplomacy,
humanoids that have divorced themselves from I nsight, and Nature checks; the checks are hard tlntil
larger societies. These wanderers live throughout the all monsters are bloodied or defeated, after which the
Feydark in small groups , intent on achieving their checks become easy).
own goals. 1 fomorian blinder (level 20 elite artillery,
1\1M2114)
CYCLOPSES: 1 fomorian cackler (level J 7 elite lurker,
M1\12112)
PLEDGED S ERVITOR S
2 cyclops hewers (level 16 soldier, MM 47)
Cydopses serve fomorian masters, acting as body 1 bralani of autumn winds (level 19 controller,
guards, soldiers, and artisans. In the depths of the MM 102)
Feydark, cyclops elders forge implements ofimmense
power-magic rings, swords with blades of lightning,
and shields that can turn a dragon's breath.
GNOMES: GRIM SURVIVORS
Cyclopses interact with other races of the Feydark Those gnomes who have chosen to make the Fey
on behalf of the fomorians, whether as invaders or dark their home show obvious differences from their
envoys. On some occasions, cyclopses ally with drow surface-dwelling cousins: their eyes are slightly larger,
according to an ancient agreement called the Dec lending them an eerie, staring appearance, and their
laration of Esc hat os (Monster Manual, page 48). Such skin has a nearly translucent pallor.
alliances rarely last. The culture of Feydark gnomes reflects the harsh
ness of their life here. ''''here a surface gnome japes
and capers to deflect the attention of outsiders,
CYCLOPS WARBAND
gnomes who live in the darkness use gallows humor
Level 15 Encounter (XP 6,000)
the infestation instead of allying with it. However, steer clear of the glowing mushrooms!"
this cavern from the southeast passage. Str 23 (+13) Dex 16 (+10) Wls 19 (+11)
As the adventurers arrive, only one cyclops is Con 21 (+12) Int 10 (+7) Cha 12 (+8)
When the adventurers see into the cavern, read: Initiative +17 Senses Perception +17; truesight 6
The sound of rushi n8 water echoesfro m the chamber Cackling Depravity aura 1; each enemy within the aura takes a -2
ahead. A wide stream runs throuBh this chamber before penalty to Will.
tum blina into 11 sinkhole. A fi ne red spray billows f rom HP 262; Bloodied 131
the wateJ! all, obscurin8 the cavern'sfar reaches. Glowin8 AC 31; Fortitude 30, Reflex 28, Will 27
pu rple crystals in tlle walls bathe tlte chamber witlt dim, Saving Throws +2
Speed 8
mauve liB/tt that reflects off crystalline flowers.
Action Points 1
On the other side of the stream, a areat one-eyed aiant CD Disembowel (standard; at-will) Weapon
8ulps handfuls ofwaterfrom the rusltinn current It B'ares Reach 3; +22 vs. AC; 2d8 + 7 damage.
at you. as a leerina smile breaks out upon its brutishfa ce. ~ Evil Eye (minor; at-will)
Ranged 5; +20 vs. Will; the target treats the fomorian cackler as
2 Cyclops Crushers (C) Level 14 Brute invisible (save ends).
larg(" I"y hum.Hloid XP l,O()(J l'O' II ~ Heartseeklng Daggers (standard; at-will) Weapon
Initiative +12 Senses Perception +16; truesight 6 Ranged 10; targets one or two creatures; +22 vs. AC; 2d8 + 7
HP 171; Bloodied 85 damage. Effect: The daggers return to the fomorian cackler after
AC 26; Fortitude 27. Reflex 26, Will 25 it makes the attack.
Speed 8 Invisible Mania
ill Spiked Greatclub (standard; at-will) Weapon A fomorian cackler's attacks deal 4d6 extra damage against a
Reach 2; +17 vs. AC; 2d10 + 8 damage. creature that cannot see the cackler.
~ Evil Eye (minor 1/round; at-will) Size Alteration (minor; at-will)
Ranged sight; targets a creature the cyclops crusher has hit with The fomorian cackler changes its size to Medium, and the
a melee attack during this round; the target takes a -2 penalty cackler's reach for disembowel becomes 1. The cackler can
to attack rolls and all defenses until the end of the encounter or use a minor action to return to its normal size and regain its
until the crusher uses evil eye against a different target. normal reach.
~ Tremor Smash (standard; recharge r:~ fill Weapon Alignment Evil Languages Elven
Close blast 2; +17 vs. AC; 2d12 + 8 damage, and the target is Skills Bluff +14, Stealth +18
knocked prone. Str24(+15) Dex21 (+13) Wis 19 (+12)
Alignment Unaligned Languages Elven Con 23 (+14) Int 15 (+10) Cha13 (+9)
Skills Athletics +18 Equipment 2 daggers
Str 23 (+13) Dex 20 (+12) Wis19 (+11)
Con 21 (+12) Int10(+7) Cha11 (+7)
Equipment scale armor, greatclub
Hook Horror Darkfiend (H) Level 14 Lurker
l arge natur,,1 be", t XP 1.00 0
DEVELOPMENT
Initiative +17 Senses Perception +10: blindsight 10 The cackler carries a matched set offive golden
HP 110; Bloodied SS bracelets stolen from his people (worth 1.000 gp :J
AC 28: Fortitude 26, Reflex 27, Will 24 each, or 6,000 gp if sold to fomorians as a set). 0
Speed 6, climb 4
[fthe fomorian is defeated, any surviving cyclop- ~
() Hook (standard: at-will)
ses try to surrender, offering to gUide the adventurers UJ
Reach 2; +19 vs. AC; 2d8 + 6 damage.
+ Horror's Pounce (standard: at-will) to Inbharann in exchange for their freedom. ~
The hook horror darkfiend charges and makes the following If the adventurers deliver proof of the cackler's ~
attack in place of a melee basic attack: +19 vs. AC: 2d12 + 6 death to the fomorians of Inbharann, they are treated Cl
damage. If the darkfiend has combat advantage against the with respect (and gain a +2 bonus to Diplomacy >L.IJ
target, this attack deals 2d12 extra damage. checks with those of the kingdom for a few days). u..
<..Rend's Darkness (standard; sustain minor; recharge [;;:J Ifil) +
Zone
Close burst 2; this power creates a zone of darkness that FEATURES OF TH E AREA
remains in place until the end of the darkfiend's next turn. Illumination: Dim light from translucent, purple
The zone blocks line of sight for all creatures that do not have crystals.
blindsight. Any creature entirely within the area is blinded
Ceiling: The ceiling is 30 feet high.
unless it has blind Sight. While inside the zone, the darkfiend
is hidden from creatures that do not have blindsight, gaining CrystaJJine Flowers: The clumps of crystalline
combat advantage against them. flowers are blocking terrain.
~ Shriek of Horror (when first bloodied; encounter) + Thunder Shallow Stream: The 3-foot-deep water is diffi
Close blast S; targets enemies; +17 vs. Will; 3d6 + 6 damage, cult terrain. Because of the current, any creature that
and the target is immobilized and deafened (save ends both). is knocked prone in a square of water slides 1 square
Miss: Half damage, and the target is deafened (save ends). towa rd the sinkhole unless the creature succeeds on
Alignment Unaligned Languages
a DC 20 Athletics check.
Skills Athletics + 1 S, Stealth +18
Str 17 (+10) Dex 23 (+13) Wis 16 (+10) Sinkhole: The stream empties into a 60 foot-deep
Con 20 (+12) ......;,
In;.;.
t ..;.~
3 (+...;,3.;..
) _ _ _ __ Cha_ ...;,
" _ (+..;___
_ 7) ~_..I sinkhole, which is filled to a depth of 5 feet with
frothy blood-red water (it gets its color from the algae
growing on the sinkhole's wall). Characters can scale
TACTICS the sinkhole's walls with a DC 20 Athletics check.
One of the cyclops crushers moves into the middle of A fine red mist rises from the sinkhole, lightly
the shallow strea m, using reach to attack targets on obscuring it and the adjacent squares (creatures
the opposite shore. The other bottles the adventurers within this area gain concealment).
up near the sinkhole and bull rushes any target it can
into the sinkhole.
The cyclops impaler stays in the
distance, hurling spears or making
impa1in8 volleys at ranged targets.
Remember to make use of each
cyclops's evil eye ability every round.
The hook horror uses fiend 's dark
ness to create a zone that blocks line
of Sight. Once hidden, it uses horror's
pounce to leap across the water and
into the midst of the adventurers.
The fomorian cackler hides
within the darkness created by the
hook horror. Once concealed from
view, it tosses heartseekin8 daBBers at
targets within 6 squares (the extent
of its truesight), effectively becoming
invisible to them. During combat, it
proclaims, 'Til never be taken alive
by the lackeys ofInbharann," which
the adventurers can identify with a
DC 15 Nature check as a fomorian
kingdom of the Feydark.
The Feydark hosts a profusion oflife within a network TERRAIN
of remarkable subterranean terrain.
Beneath the layers of vegetation and the crawling
things underfoot, the configuration of the Feydark
NATIVE LIFE mirrors the Underdark of the world . Irregular tun
Primal life essence flows through and infuses the nels mimic the organic forms of searching roots.
Feydark, engendering a breathtaking profundity of Moisture hangs in the air and seeps up from below.
wild growth. Succulent vegetation that has no need Travelers pass rippling ponds, rushing rivers, and
for light cascades through serpentine tunnels. Colos stagnant lakes. The Feydark also boasts a range of
sal vaults reverberate with the chirping of frogs, the terrain features more common to outdoor locations,
buzzing of insects, and the soft footed patter of count including undergrowth, foliage, swamp, and trees
less subterranean vermin. The pungent reek of the (Dungeon Master's Guide, page 66).
neverending cycle of decomposition and rebirth per The walls and ramparts of humanoid realms in
meates every cavern. the Feydark wage a constant battle with encroaching
Plant life is omnipresent in the Feydark. Tangles nature. Any structure that is not constantly main
of roots dangle like webbing from the soillaced ceil tained soon crumbles under the subtle onslaught of
ings of its caverns and tunnels. Shrubs cling to cavern infiltrating roots and eroding vines.
roofs, giving them the appearance of subterranean Other Features: Fantastic terrain features from
forests. Twisting vines clutch at columns. walls. and the Dungeon Master's Guide (pages 67-68) that are
the sides of crevasses. Grasping thorns and noxiously appropriate for Feydark encounters include cave
sweet flowers cover ground surfaces. Curtains of veg slime, cloudspore. grab grass, grasping slime. pillars
etation block and obscure passageways, occasionally oflife, and slides.
requiring travelers to hack through them in order to
continue on. Disturbed flora rejuvenates itselfwithin INSECT CLOUD
a matter of days or, in locations especially rich in Swarms of flying, blood-drinking bugs infest the Fey
primal mud (see below), mere hours. dark, searching for targets for their hunger. Though
Teeming hosts of subterranean insects, reptiles, they can survive on carrion and plant sap, they
amphibians, and rodents feast on the Feydark's rich greatly prefer living prey.
plant life, and in turn provide sustenance to larger An insect cloud can occupy a single square or an
creatures-from grublike wild hogs to obese flight area up to 5 squares on a side. It can be identified
less birds. At the top of the food chain reside the with a DC 20 Nature check.
realm's native populations of fomorians. cyclopses, Effect: Insect clouds create lightly obscured ter
and gnomes. Scavengers capable of finding the way rain. Any living creature that starts its turn in an
between planes leave the foodpoor Underdarl< for insect cloud takes 1 damage per tier (or 2 per tier if
the bonanza offered in the Feydark, risking clashes bloodied).
with its denizens. An insect cloud changes position during an
Even without sunlight, Feydark plants and animals encounter. Assign the cloud a position in the initia
display the same wild range of coloration as do the tive order (initiative +10) and move it Id4-1 squares
normal flora and fauna of the Feywild. Some bear on its turn, typically toward the nearest bloodied
bioluminescent characteristics, which allow them to combatant.
dimly or brightly illuminate corridors and caverns. Any blast or burst that includes one or more
Glowing mushroom caps stud the corners of caverns squa res occupied by an insect cloud disperses the
and form in small clumps along long tunnels. cloud in the included squares.
Just as the Feydark's rich, loamy scent suffuses Usage: As it moves about during combat, an insect
everything, so do the sounds of its native life form cloud adds an element of unpredictability to an
a background chorus nearly as loud as those in encounter. Player characters can also take advantage
worldly jungles. When the sounds plunge suddenly of the situation by moving enemies into the cloud.
into silence, the alert Feydark traveler knows that an
undead or an aberrant intruder might be close by. GROUND SWARMS
The lesser beasts of the Feydark sense such unwhole Various types of vermin crawl through the tunnels
some presences and instinctively go quiet. of the Feydark, including masses of rats, beetles, tiny
drakes, and other nuisance creatures.
A ground swarm can occupy a single square or
an area up to 3 squares on a side. It can be identified
with a DC 20 Nature check.
MUSHROOM ARCH
The primal mud (see below) found in various portions
of the Feydark gives rise to several secondary terrain
features ofinterest, including the mushroom arch.
ALso called an arch of wonder, a mushroom arch
appears as a series of glowing mushrooms (frequently
pale purple) that grow together to form an arch over a Usage: Place a mushroom arch over a tunnel
corridor through which a creature can pass. leading directly to a combat encounter to start the
A mushroom arch can form over a tunnel of any encounter offwith a variable effect. Alternatively, plac
size up to 4 squares in width or height. It can be iden ing the arch within an encounter space-perhaps in a
tified with a DC 20 Arcana or Dungeoneering check. tunnel connecting two areas of the battlefield-allows
Effect: A mushroom arch gives off dim light in a it to change the tenor of the fight in mid-combat.
5-square radius. It also can affect creatures that pass
through it , but rarely the same way twice. The effect PRIMAL MUD
is sometimes negligible, other times positive, and Life force rises up through the Feydark into the Fey
occasionally awful. wild in the form of primal mud . This organic sludge
A creature that walks through a mushroom arch takes on various colorations, from a brown muddy
(or moves to stand directly beneath it) is affected hue to a clear, viscous slime. It gathers in pools and
automatically; roll a dlO and refer to the table below depressions, from where it is sucked through the
to determine the effect. A fey creature that walks Feydark's root structures up into the Feywild above.
through a mushroom arch adds 2 to the roll. Any Primal mud nourishes the Feydark's dense subter
time a creature triggers a mushroom arch, the power ranean flora. Brief contact with primal mud heals;
resident within it is temporarily drained , and the lengthier exposure tears down living tissue, returning
arch can't be activated again for I hour. it to its raw nutrient origins.
A patch of primal mud typically covers I to 3
dl0 Effect contiguous squares of cavern floor, but multiple mud
1-2 Ongoing 5 damage per tier (save ends) patches are often present in the same large chamber.
3-4 Slowed (save ends) Primal mud can be identified with a DC 20 Dun- I.
S-6 No effect geoneering check.
7-8 Bioluminescent haze grants concealment Effect: Primal mud is difficult terrain. A creature
until the end of the encounter standing in primal mud can spend a healing surge
9 or higher Regeneration 2 per tier until the end as a minor action. This act temporarily expends the
of the encounter mud's magiC and dries it out, changing that entire
patch of primal mud into normal terrain until the end
of the encounter. A fey creature that uses this benefit
gains Id6 additional hit points per tier and gains a +2
bonus to speed until the end of its next turn.
''I'm not saying we should refuse the coin the fomorian prince is offering. ~'m !,ust
saying we have to be ready when he betrays us after we slay hzs royal SIre.
-Shrewd mercenary
Effect: Once per encounter on its turn, each eye GNOME REALMS
unblinkin8 can create a particular special effect as an
area burst 5 within 20 squares of the tower in which
For heroic tier and para80n tier characters
the eye is set. The burst creates a zone that lasts until
the end of the encounter. Once an eye unblinkil18 cre Feydark gnomes' lives are marked by a grim deter
ates its zone, it can move the zone 3 squares on its
mination to survive. Gnome realms survive in the
initiative count (initiative +11). Consider an eye to
shadows oflarger, fiercer kingdoms by remaining
have a Will of 18 for the purpose of attempts to dispel secret and inaccessible.
its magic.
Included here are three examples ofspecial
effects; feel free to create your own minor effect along D R OC HDAN,
these lines. All such effects are designed only to assist K INGDOM Of THE G NOMES
THE HAZE
The gnomes ofDrochdan suffer from a curse they
call the haze. Often striking an entire hunting band
at once, the haze plunges its victims into a state of
berserk fury. It causes their eyes to glow red, their
throats to constrict, and their mouths to open wide.
One out of four victims of the haze sees his or her
fingernails elongate and sharpen. Under the haze,
victims lash out at the nearest threat, fighting until
they or all targets in Sight are killed. Fellow sufferers
team up together, but turn on each other when every
one who is not touched by the curse has been felled.
The haze suspends judgment but leaves the victims'
tactical instincts intact; they fight as well as they
DROCHDAN KNOWLEDGE
Dungeoneering DC 15: Drochdan is a kingdom of
gnomes in the Feydark. surrounded by a network of
deadly. twisting tunnels.
Dungeoneering DC 25: The gnomes of Drochdan
occasionally fall victim to a berserk fury known as the
haze, said to be a curse delivered by a hostile kingdom.
Dungeoneering DC 30: The gnomes claim they won
Drochdan from its original owners, known today only as
the Fools.
The clandestine tunnels and chambers where landscape in snarled mazes. Each coiled ion of tun
these gnomes dwell, known as the Crystal Caverns, nels exhibits unique features-remnants of the magic
are protected by their remote and secret location that once flowed through each Forest Monarch's
and also by the ancient magic of their inhabitants. roots like water.
Obscuring glamors hide the entrance from casual
and determined scrutiny alike. Those that penetrate G OLDEN TREE OF DAWN
the glamors face a honeycombed network of con
Long ago, this Forest Monarch clutched the sun in
cealed deadfalls, narrow choke points, and dead-end
its boughs, and the tree's gleaming bark and glitter
false passages. The fearful gnomes rarely leave their
ing leaves split the light into countless dazzling rays.
domain; the few that do venture forth are trained to
The Golden Tree represented hope, even in the face
fight and, more important, to remain stealthy.
of darkest night. The gods once plucked from its
The Crystal Caverns are a place out of time, glit
branches golden apples, one bite of which could lift
tering with thick veins of rubies, diamonds, and other
curses and cure diseases. From this fruit they made a
precious gemstones. The most valued common occu
beverage capable of granting eternal life or bringing
pation among the gnomes of the Burrow is mining,
back a god from death.
with the greatest percentage of adults devoting them
The parts of the Feydark filled with the Golden
selves to that pursuit.
Tree of Dawn's residual root-tunnels glitter with fool's
-.-'-'-'--'-.~-.~.-.--.--.-.-
.- . - .- . - . - .- .- . - .- ,- .- . _ . - .- , - . - . - . - , _ . - .- . - .
invisible until it attacks or until the end of its next turn. tains a lO -foot-high wall of thorns. The wall can be
Combat Advantage pushed through and is considered difficult terrain.
If the quickling zephyr has combat advantage against its target. The thorns block line of Sight. Each time a creature
it deals an extra 2d6 damage and dazes the target (save ends) enters a square of thorns , he or she takes 5 poison
on a successful melee attack.
damage. Creatures that ignore difficult terrain (such
Unstoppable
A quickling zephyr ignores difficult terrain and can move across as the qUickling zephyrs) are not affected by this
any solid or liquid surface. poison damage.
Alignment Evil Languages Elven Cold-Hearted Curse: This affects all creatures in
Skills Acrobatics +26, Bluff +13. Stealth +21 the cavern, as per the sidebar on the faCing page.
Str12 (+8) Dex 28 (+16) Wis 17 (+10)
Con n (+13) Int 16 (+10) Cha 12 (+8)
Equipment short sword
Until the end of its next turn, the banshrae warrior gains a
read:
If the adventurers can approach the chamber Str20(+11) Dex 12 (+7) W1s 14(+8)
without Aedric's knowledge, then the encounter plays Con 22 (+12) Int 2 (+2) Cha 8 (+5)
~ Dart Flurry (standard; recharge [_~ If-!l (lil) Weapon must shout to be heard over the constant rush of wind. ~
Close blast 5; +16 vs. AC; 1dl 0 + 6 damage, and the target is Petrified Guardians: The petrified bodies of
dazed and takes a -2 penalty to attack rolls (save ends both). the dryad briar witch and a battlebriar block the
Alignment Unaligned Languages telepathy 20 doorway. All 4 squares of the statue tile are difficult
Str16(+8) Dex 22 (+11) Wls 15 (+7)
Con 17 (+8) Int 14 (+7) Cha 20 (+10)
terrain. As a standard action. a character can attempt a:
LoU
Equipment blowgun, darts a DC 18 Athletics check to smash through the stony I-
tangle, clearing up to 2 adjacent squares. Unfor- Z
TACTICS tunately, this action kills Braila the dryad and the 6
battlebriar. u
As the adventurers push past (or break through) the Corpse Piles: Braila acquired these rotting ~
statue to enter the chamber, the creatures within are spriggan corpses as fuel for her magic fire pit. Previ
alerted to their arrival. ously stacked neatly, they have been scattered by the
The stone-eye basilisks move forward first, using attacking fey.
petrifyin8 8aze against as many targets as possible. Fire Pit: This magic fire pit burns only meat and
They place themselves in position to take the brunt leaves wood untouched. Any creature that enters this
of the adventurers' initial charge, forming a front line 4 -foot-deep pit or starts its turn there takes 2d6 +
that the banshrae dartswarmers can fight behind. 5 fire damage. Its bottom is lined with the burning
The banshrae dartswarmers stay behind the basi corpses of spriggans.
lisks (to avoid their gaze), using blow8un darts to daze Cold-Hearted Curse: This affects all creatures in
the adventurers. They save dartjlurry for use against the cavern, as per the sidebar on page 110.
groups of adventurers that move past the basilisks. Treasure: Aedric carries a pouch containing
Aedric begins the encounter by making a Stealth 9,500 gp in assorted gems and a satchel holding a
check to become hidden. He then waits for an map shOWing the location of this part of the Feydark
adventurer to move past the front line formed by the with the notations "Braila must be stopped," "the
basilisks. When this occurs, he moves forward and Ivory Tree of Winter must be destroyed," and" Don't
uses sta88erin8 palm, falling back and recharging it stand in front of basilisks."
on his next turn with mantid dance. He is a liar and a
coward, surrendering ifhe becomes bloodied
or all his allies are defeated.
If questioned, Aedric slyly confesses to what
he has done, but tells the adventurers that
they're too late to do anything about it. If the
adventurers destroyed Braila's petrified body
to enter the chamber, he takes great pleasure
in pointing that out to them.
Encounter Level 15 (6,700 XP) TACTICS
Gorios moves forward and uses his hreath weapon
SEruP on a cluster of adventurers, teleporting them into
Gorios, adult wretch dragon (D) the thorny pit. Against distant foes, the dragon uses
2 quickling zephyrs (Z) wretched curse to pull targets closer, utilizing the ice
3 will-o'-wisps (W) patch to accelerate their movement into the thorny pit
if possible (see "Features of the Area").
Braila spent decades in this cavern, growing and The quickling zephyrs prefer to attack at the fringe
tending to a cutting of the Ivory Tree of Winter. The of combat, using blindin8 speed and unstoppable to
tree makes this portion of the huge, forested cavern circle around through the thorns and gain combat
too cold for other plants to grow, filling the chamber advantage. They stay wdl away from the dragon until
with wintry air. after Gorios becomes bloodied (to avoid being caught
Convinced by Aedric to help destroy a thing of in the d ragon's burst offilth) .
beauty, Gorios the wretch dragon slowly chews The will-o'-wisps illuminate once battle begins.
through the trunk of the magic tree. The dragon has They use lurin8 810w to drag adventurers into the
chewed through halfofthe trunk by the time the thorny bushes or the pit. They find this hilarious, but
adventurers reach this cavern. The dragon knows flee if the adventurers defeat Gorios. They follow the
that Aedric expects to keep the tree trunk as trea characters at a distance to bedevil them at some later
sure, but the coldhearted curse has inspired Gorios point in their adventures.
to kill Aedric and bring the tree trunk back to his
fomorian masters. Adult Wretch Dragon (D ) Level 17 Elite Brute
IfGorios hears fighting in the other room, he l. .lIgl I,y 111.1g i( .1 1111',1>1 ,,1 1.'g( Jl 1I XP l)()O
doesn't move to investigate; anyone who kills Aedric Initiative +14 Senses Perception +21; darkvision
for him saves him the trouble. HP 400; Bloodied 200; see also burst offilth
AC 30; Fortitude 29, Reflex 30, Will 30
The adventurers approach this chamber from the
Resist 10 necrotic, 10 psychic
north. As the adventurers enter the area , they read Saving Throws +2
i1y spot the wretch dragon. Keep the other creatures Speed 8, climb 8 (spider climb), fly 6 (hover)
hidden until the adventurers notice them or the crea Action Points 1
tures attack. CD Bite (standard; at-will) Necrotic
Reach 2; +19 vs. AC; 2d6 + 5 damage, plus ongoing 10 necrotic
When the adventurers enter the cavern, read: damage (save ends).
The passa8e opens onto an immenseforested cavern. The CD Claw (standard; at-will)
Reach 2; +19 vs. AC; 1d8 + 5 damage.
dearlne ahead is dim and cold, with a deep and emptyfire + Draconic Frenzy (standard; atwill)
pit and a lar8e patch of ice near its middle. Dead thorny The dragon makes a bite attack and a claw attack.
plants line the dearine. A repulSive, malformed dra80n ~ Wretched Curse (minor; at-will) Fear, Psychic
squats like a massive toad as it chews throueh the trunk of Ranged 10; +18 vs. Will; 1d8 + 2 psychic damage. and the
a shlmmerine white tree. target is pulled 2 squares.
<~ Breath Weapon (standard; encounter) Psychic,
Teleportatlon
Perception Check
Close blast 5; +18 vs. Reflex; 3d1 0 + 4 psychic damage, and
DC 26 You noricefainr tendrils oI elowln8 mist curline the target teleports 5 squares to an unoccupied space on solid
ourfrom the thorns in a couple ofplaces. ground of the dragon's chOOSing. Miss: Half damage, and the
DC 31 You see asmaIl,fastfey dartfn8 amone the thorns target does not teleport.
across the clearln8. ~ Burst of Filth (free, when first bloodied; encounter)
Necrotic, Psychic
Close burst 3; +18 vs. Fortitude; 2d10 + 7 necrotic damage,
ROLEPLAYING GORIOS and the target is dazed and takes ongoing 10 psychic damage
HDid you kill that annoying banshrae for me?" the (save ends both).
misshapen dragon asks. "If so, you have my undying Alignment Evil Languages Draconic, Elven
gratitude. In return, you may leave now, and we shall Str 21 (+13) Dex B (+14) Wls 27 (+16)
INCUNABULA:
Level 14 Encounter (XP 5,800)
Underdark than on the surface, but they're more before the onslaught of still more terrible forces.
most stable means of finding the way to the Shadow No divine entity can enter the underworld without
dark (and the way out), but it's not the safest. in some way dying or taking on an aspect of death.
In the Shadow fell, passage to the Shadowdark Some live again when they exit the land of the dead,
works much like discovering the Underdark in the but all leave pieces of themselves behind. Even the
world. In fact, many locations where the surface King that Crawls could not escape this reality.
and the Underdark connect are reflected in the As Torog stabbed like a knife into the heart of
Shadowfell. death's realm, it slashed back into him. Where frag
Regardless of the means, the signs of pas ments ofTorog's bones struck the earth, formations
sage remain largely the same. One step into the called godsrock sprouted. These columns of chalky
Shadowdark, and torches dim, breath fogs, and a material resemble limestone and rise from the floor
chill plays over the skin and down the spine. Two at irregular intervals.
steps into the Shadowdark, and the fog coils like These stony pillars share an echo ofTorog's
tormented ghosts and the chill deepens in the gut physical and mental endurance with nearby living
as a feeling of foreboding. Beyond that, the rock creatures, but also mete out excruciating pain to
appears to loom with leering faces of death, and those wracked by other conditions.
the air grows cold. At least one faction of incunabula seeks to locate
Once they are seen or experienced, most Shadow and record the position of every fragment of godsrock
dark phenomena and terrain features can be in the Shadowdark. If they know the reason for gath
identified and their effect discerned with a DC 25 ering this information, they aren't sharing it.
Arcana check unless otherwise noted. A godsrock fragment typically occupies an area of
3 to 9 contiguous squares. It can be identified with a
GLOOM DC 25 Dungeoneering or Religion check.
As in the Shadowfell on the surface, the Shadowdark Effect: A typical square of godsrock is 3 to 10 feet
mutes light sources, redUCing the radius illuminated in height, and it can function as cover or blocking ter
by 50 percent. For example, a torch illuminates 2 rain, depending on height. Living creatures adjacent
squares instead of 5; a lantern illuminates 5 squares to a square of godsrock gain a +2 bonus to Fortitude
instead of 10. Magical light sources are unaffected, and Will. In addition, any living creature that fails
a saving throw while adjacent to godsrock takes 5
THE K ING'S H IGHWAY necrotic damage per tier.
Usage: Adding godsrock to an encounter with
In the Shadowdark. the King's Highway is a zig
several creatures that use powers requiring saving
zagging, Sideways slash of wide corridors. The
throws allows the necrotic damage to come into play,
shattered rock retains the sharpness of its edges
while also providing living characters with a benefit
as ifTorog had cut through it yesterday. This
(as long as they stay near the godsrock, of course).
haunted thoroughfare allows the denizens of the
realm access to one another. They battle to control
and fortify its crucial access points. Possession of
with bitter words on their lips, dark thoughts in their + DC 23 : The character recognizes and identifies the danger
minds, or whose heart's last beat echoed cold. before moving adjacent to the death frost.
Trigger
TERRAIN AND HAZARDS When a living creature enters a square adjacent to the
Countermeasures
Perception Check
ORIGIN OF THE
INCUNABULA
Vecna is lord of the incunabula. haVing lured them
into his service with a promise of access to knowledge
unending; however. he was not their creator. The
incunabula already possessed the means to satisfy
their curiosity by interrogating the living and the
dead for the least scrap of knowledge. According
to incunabulum legend, the race came into being
thanks to the ancient First Shroud. the initial wrap
ping that the Ancestor used to encase his body and
thus absorb the knowledge imprinted upon it. The
First Shroud was. according to incunabulum legend.
taken from the swaddling grave clothes of a child
ofNerul1. (Nerull was the original lord of the dead
who served in that role until he was unseated by the
Raven Queen.)
Though they commonly ally with undead. incu
nabula do not aspire to immortality through undeath.
Doing so would preclude their wrappings from being
used to form the next generation.
Twenty-one lines of incunabulum heredity are
currently recognized. Each is traced through inher
ited wrappings and is distinguished by a surname.
~JM
HAPTER 5 I The Shadowdark .. 9
reckon the power and knowledge of an individual CONFUSING SECRET VI
I
incunabulum by the quality of his or her adornment. Give this power to lurkers, soldiers, or brutes that w
An incunabulum lives for two or three hundred have allies that can slow or immobilize opponents_
a::
u
years, or longer for those who have learned the A drow warrior can pick the time to launch its rapier UJ
VI
secrets of enhanced longevity. attack with confusin8 secret to be certain its target is u..
adjacent to at least one other ally. o
MONSTER THEME: .. ConfuSing Secret (standard: encounter) .. Charm ~
INCUNABULUM AGENT The creature makes a melee basic attack against a slowed or U
Incunabula use the Unveiling ritual to draw out all
immobilized target. If this attack hits the target, the target must .
make a melee basic attack against a creature of the attacker's a::
vestiges of knowledge and secrets within a creature's choice as a free action_ UJ
When the Abyss brought itself into being. it created -Joxam, human acolyte of Pelor
the first demons by corrupting primordials. Thus did
Orcus, Demogorgon. and Baphomet come into exis
tence. In turn, these early demon princes replicated DEMONS OF ESARHAM
their own corruption, fashioning their first demonic The demons cursed to existence within the tunnel
servants from mortal creatures. They would later maze ofEsarham appear and function much like
master the crafting of more durable servants from other demons, with a few key differences. The Demon
the tumult of the Abyss, ensuring that the demons' ofEsarham theme below describes these changes.
essence would return to that realm upon their deaths. In addition to mechanical changes, the demons of
In the earliest days, that art was beyond their skill. Esarham act a little differently from normal demons.
Consequently, the first demons were mortal, They cannot leave the tunnels or central chamber of
with souls that existed after the death of their physi Esarham, even through teleportation or summoning.
cal forms. These souls passed into the ShadowfeIl, -Such powers and rituals fail to affect the demon .
but without any god to claim them, their numbers Demons ofEsarham have developed the ability
began to accumulate beyond control. Horrific battles to contact distant agents by using a ritual or a magic
occurred. and the entire plane risked becoming an item so that they can achieve goals well beyond their
extension of the Abyss. own reach. They promise these servitors great power
Eventually, the gods themselves interceded, though and wealth in exchange for their efforts to undermine
exactly which deities took action is subject to debate. their own societies. Such agents have in the past been
Some claim it was the work ofNerull, the god of the unmasked in cities of humans, eladrin, dwarves, draw,
dead preceding the Raven Queen, while others credit fomorians, and the incunabula of the Shadowdark.
Torog for taking on the responsibility of overseeing
these demonic souls.
Regardless, the demon princes gave up any to convert any
statistics block into a demon of Esarham.
responsibility for their early creations, allowing these
Keyword: The creature gains the undead keyword.
demonic souls to languish eternally in the pitch-black
Immune disease, poison
prison of the Shadowdark. When not following their Vulnerable 5 radiant
eternal impulse to destroy by waging an endless and Necrotic Touch
pointless battle against one another, these restless All untyped damage dealt by the demon's melee attacks
spirits impotently plot to restore their status. becomes necrotic damage.
SOUL ABATT01R
For epic tier characters Six domes, each sculpted from iron ore into the shape
of a howling skull, echo with shrieks of the tormented
Torog's torture den in the Shadowdark waylays the souls
damned.
of those who die in the Underdark.
When a mortal die in the Underdark, its soul migrates
History: When he first crawled into the Shadowdark,
to a frigid pit within the Soul Abattoir. Here, sadistic immor
Torog was pierced by a divine aspect of death that was
tals known as shrivers collect the soul and send it to the
drawn to his spark of divine power. From then on, Torog
torture chambers. Each successive chamber is more ghastly
was responsible for the souls of mortals who die in the
than the last. After the torture, a soul passes on, scarred for
Underdark. He had a place built to shrive dead souls of
eternity but retaining no memories of the experience.
their connection to the Underdark and send them on to
The shrivers gleefully prize the rare opportunities to
the god of death.
torture victims in the flesh. These unfortunates don't
Nerull, during his reign as god of death, accepted this
last long, and their souls return to the pit for lingering
incursion. It delivered souls to him already broken, ready
torment. Shrivers spitefully recall every soul that ever
for whatever torments Nerull had in mind. Once she
escaped them. The further a soul was in its progression,
seized power from Nerull, the Raven Queen looked less
the greater the shrivers' anger.
favorably on the Soul Abattoir. Unl ike cruel Nerull, she
Adventure Hooks: The characters are mostly likely to
sees no need for the suffering it inflicts on its unfortunate
visit the Soul Abattoir in the epic tier.
souls. Her legion of fanatical mortal followers, the Raven's
The characters want to rescue a soul trapped in the
Wings (Dun8eon Master's Guide 2, page 167), has sworn
Soul Abattoir. The shrivers will give it up only if the
to bring the Soul Abattoir to an end.
characters return a particular escapee.
Descri ption: The grim cathedral of Torog's Shad
The Raven's Wings plan an assault on the Soul Abat
owdark torture den thrusts from a frozen underground
toir. Ifthe characters help, the Raven Queen promises
plain. Its frost-coated steel spires resemble skeletal hands.
them a second chance at life if they die.
Encounter Level 15 (6,400 XP) Incunabulum Keeper (K) level 11 Soldier (leader)
M ~d iU Jll shauow hUlllilno iu XP 1.600
Initiative +14 Senses Perception +13; darkvision
SETUP White Hand Authority aura 2; one undead ally within the aura at
2 entropic reapers (E) the start of the incunabulum keeper's turn can make a melee
1 incunabulum keeper (K) basic attack as a free action.
HP 167; Bloodied 83
AC 33; Fortitude 30. Reflex 28, Will 29
The incunabula use this ruined tower as a way sta
Resist 10 necrotic
tion, transporting captives through a portal to the Speed 6
Shadowdark. A lone incunabulum keeper stands CD Sword of Keeping (standard; at-will) +- Psychic, Weapon
watch, accompanied by a pair of entropic reapers. +24 vs. AC; 2d8 + 7 damage plus 1d8 psychic damage, and the
The outer door is locked (DC 25 Thievery to open). target is immobilized until the end of the keeper's next turn.
Alternatively, the adventurers can climb up to the :,- Feed on the Vulnerable (minor; at-will1/round)
ruined second floor (DC 18 Athletics), clear the col Ranged sight; targets one allied undead creature adjacent to an
immobilized enemy. The next time the target makes a check to
lapsed stairwell (requiring about 10 minutes of work),
recharge a power. it makes an extra check as a free action.
and enter from above. The second plan alerts the Keeper's Blazon (standard; encounter)
creatures in the encounter to their presence. Each ally within 5 squares of the keeper makes a basic attack
against an immobilized enemy as a free action, prOVided the
When the adventurers view this area, read: ally can both see and hear the keeper.
Despite the disrepair visible olLtside, the inside of this tower Martial Secret (immediate interrupt. when the incunabulum
keeper is hit by a melee attack or a close attack; encounter)
is tidy and weU-kept. A bria ltt crimson rune Blows on the
The triggering attacker rerolls the attack roll with a -2 penalty.
Jloor.f1anked by a pair of hoodecL scythe-wieldinB crea Alignment Evil Languages Abyssal. Common, Supernal
tures. A third humanoid. wra pped in linen strips. stands at Skills Arcana +16. Diplomacy +16, InSight +18
a table st rewn with papers. A rickety set ofstairs leads up to Str21 (+13) Dex 19 (+12) Wls20(+13)
a nonexistent second fl oor. Con 23 (+14) Int 16 (+11) Cha 16 (+11)
Equipment longs word
2 Entropic Reapers (E) Level 15 Elite Lurker
Iv1edillm , haci ow humanoid (uIHJcaci ) XP 2.400 e,lch
FEATURES OF THE A REA
Initiative +15 Senses Perception +10; darkvision Illumination: Darkness. This room has no light
HP 232; Bloodied 116 sources. However, 'windows high on the tower walls
Regeneration 10 (if an entropic reaper takes radiant damage, allow whatever light might be available depending on Cl
regeneration doesn't function until the end of its next turn) the time of day to filter into the chamber as dim light. u.I
AC 31; Fortitude 29, Reflex 29, Will 17
If the adventurers reach the tower at night. all that Z
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2 filters in from outside is more darkness. :l
Speed 6 Stairs: These rickety stairs are equally difficult c::
Action Points 1 to ascend or descend (difficult terrain). Any damage
VI
G) Umbral Scythe (standard; at-will) Necrotic, Weapon dealt to a square of stairs causes it and all adjacent
Reach 2; +20 vs. AC; 4d4 + 5 necrotic damage.
Cl
squares to collapse.
~ Entroplc Assault (standard; atwill) Necrotic, Psychic, c::
Red Rune: This rune is part of a special Planar u.J
Weapon f
Portal ritual used by the incunabula to transport
Requires scythe; close burst 2; 4d4 + 5 necrotic damage, the Z
target Is dazed (save ends). First Failed Savin8 Throw: The target
themselves and their captives to and from the Shad :l
is instead stunned (save ends). Second Failed Savin8 Throw: The owdark. It functions as a permanent telcportation o
U
target takes ongoing 10 psychic damage and is stunned (save circle; characters must use a Planar Portal ritual to
Z
ends both). activate it. u.J
<..Eye of Impending Doom (minor 1/round. atwill) Fear, Gaze, Table: The table contains various papers and
Psychic instruments. The papers indicate that prisoners are
Close burst 3; targets one creature; +18 vs. Will; the target takes
taken through the red rune to a hidden location in
10 psychic damage if it attacks the entropic reaper (save ends).
Shift Into Nothing (standard; atwill)
the Shadowdark. The adventurers also find a ritual
The en tropic reaper disappears, negating line of sight and line scroll of Planar Portal and an ancient map (worth
of effect to it for all creatures. At the start of its next turn, it 5,000 gp) among the papers, an ornate silver mirror
returns to a square within 5 squares of the square it occupied in the BaeI Turath tradition (worth 7.500 gp), and a
when it last used shift into nothin8. bag full of gems (worth 1,500 gp).
Alignment Evil Languages Common
Skills Intimidate +14
Str 23 (+13) Dex 18 (+11) Wls17 (+10)
Con 20(+12) Int16 (+10) Cha 14 (+9)
Equipment robes, scythe
TACTICS
The reapers open the battle with eye ofimpendina
doom , then launch entropic assault attacks on the
intruders. They use shift into nothina to exit and reen
ter the fray constantly, making sure to reappear near
the most vulnerable targets.
The incunabulum keeper stays near the middle of
the room so that the reapers can benefit from its white
hand authority aura. It seeks to immobilize enemies
with its sword ofkeep ina, then uses keeper's blazon to
grant its allies a free basic attack.
Encounter Level 16 (7,600 XP) Blaspheme Soul Vessel (B) Level 15 Elite Controller
Me ui ul11ll l lH d l ,Hl illl,Jle IlO Il , l rllll . Ull dl"J d l XP J .400
Initiative +11 Senses Perception +11 ; darkvision
SETUP HP 191; Bloodied 146
1 blaspheme knight (K) AC 19; Fortitude 16, Reflex 16, WJII18; see also will transfer
1 blaspheme soul vessel (B) Immune disease; Resist 15 necrotic, 10 poison; Vulnerable 10
radiant
1 incunabulum cursebringer (C)
Saving Throws +1
2 incunabulum slayers (S) Speed 6
Action Points 1; see also dominant action
Befor e taking captives to the Chamber ofQucstions <D Mace (standard; at-will) -+ Necrotic, Weapon
below, the incunabula subject them to a ceremonial +10 vs. AC; 1d8 + 6 necrotic damage.
"entombment" in this chamber. This, they believe, @ Arcane Sparks (standard; at-will) -+ Fire, Necrotic
gives the subject a chance to meditate on his col Ranged 10; +19 vs. Reflex; 2d6 + 5 fire and necrotic damage.
Warring Wills
lected knowledge, which in turn should help w ith the
A blaspheme soul vessel's mind constantly struggles against
extraction of that knowledge during the Unveiling. the body it was placed in. At the start of the blaspheme soul
An incunabulum cursebringer oversees thi s cham vessel's turn, roll 1d6.
ber. recording all travelers to and from the tower in 1-3: The body is dominant, and the blaspheme gains the
the natural world . He greets and processes new arriv lifestealins mace and exert mind powers (see Body Dominant,
als, dissuading uninvited visitors with the help of two below).
incunabulum slayers and a pair of blasphemes. 4-6: The mind is dominant, and the blaspheme gains the sphere
of delusion and exert body powers (see Mind Dominant, below).
Will Transfer (when the blaspheme soul vessel Is hit by an attack
When the adventurers appear in this chamber,
vs. Will)
read:
The attacker chooses whether the blaspheme soul vessel's body
This round chamber appears simila r to the tower you just
or mind is dominant until the end of the blaspheme'S next turn.
left. You stand within a 810wil18 blue rune. with a paper
Dominant Action
strewn table exactly where the last one stood. Instead of
When a blaspheme soul vessel spends an action point, the
a rickety staircase, a dosed trapdoor lies to the west of the
creature determines whether its body or mind is dominant.
table. A metal plaiform with attached winch sits across the
Body Dominant
room southeast of the table.
+Exert Body (minor l/round; at-will) -+ Necrotic, Weapon
The blaspheme makes a mace attack.
Three mummified humanoids stand around the room.
Two hold Wickedly sharp knives. while the third looks atyou
+L1festeallng Mace (standard; at-will) Necrotic, Weapon
Requires mace; +10 vs. AC; 3d8 + 6 necrotic damage, and the
with a curious 8aze. target is dazed until the end of the blaspheme soul vessel's
next turn.
Blaspheme Knight (I() Level 14 Soldier Mind Dominant
M "d iLlI1l n ,lIL1r.l I .lll irn,lI l' I(OIl~ lr LlCI. Ull dt' ,lll l XI' 1.000 ~ Exert Mind (minor 1/round; at-will) -+ Fire, Necrotic
Initiative +13 Senses Perception +7; dark vision The blaspheme soul vessel makes an arcane sparks attack.
HP 141; Bloodied 71 it- Sphere of Delusion (standard; at-will) Necrotic, Psychic
AC 30; Fortitude 16, Reflex 16, Will 16 Area burst 1 within 10; two attacks:
Immune disease; Resist 10 necrotic, 10 pOison; Vulnerable 10 1: Targets enemies; +19 vs. Fortitude; 1d10 + 5 necrotic
radiant damage, and the target is blinded until the end of the
<D Greatsword (standard; at-will) Weapon 2: Targets enemies; +19 vs. Will; 1d6 + 5 psychic damage,
+11 vs. AC; 1d10 + 8 damage. and the target is marked
and the target is slowed (save ends).
until the end of the blaspheme knight's next turn; see also
Alignment Evil Languages Common
blasphemous misht.
Skills Arcana +19, Religion +19
<..Sweeping Cleave (standard; encounter) Weapon Str 14 (+14) Dex 18 (+11) Wis 18(+11)
Requires greatsword; close burst 1; +11 vs. AC; 1d10 + 8 Con 18 (+11) Int 15 (+14) Cha 27 (+15)
damage, and the target is marked until the end of the Equipment chainmail, mace
blaspheme knight's next turn; see also blasphemous misht.
Blasphemous Might (when a creature marked by the blaspheme
knight makes an attack that doesn't Include the knight) TACTICS
Until the end of its next turn, the blaspheme knight deals 1d1 0 The incun abul a don't bother to ask questions
extra necrotic damage when it hits the marked creature. befor e attac king, sin ce they know they'll lea rn
Alignment Unaligned Languages Common wh at they want m ore reliably by using the ritu al
Str15 (+14) Dex18(+11) Wls10(+7)
of Unve iling later.
Con n (+13) Int 14 (+9) Cha 14 (+9)
Equipment ornate scale armor, greatsword
Incunabulum Cursebringer (C) Level 16 Artillery 2 Incunabulum Slayers (S) Level 16 Lurker
M"d,ull1 \hadow humanoid XP 1.'100 Med""ll , h,,,iow hUlllano,d XI' 1,IJ()() c.l< h
Initiative +15 Senses Perception +10; low-light vision Initiative +16 Senses Perception +10; lowlight vision
Whispers of Revulsion aura 1; each enemy that starts its turn HP 124; Bloodied 62 ~
uJ
within the aura is pushed 2 squares. AC 30; Fortitude 29, Reflex 27, Will 29
c::
HP 123; Bloodied 61 Speed 6 uJ
AC 28; Fortitude 27, Reflex 29, Will 27 CD Inquisitive Dagger (standard; at-will) + Psychic. Weapon U
Speed 6 +21 vs. AC; 2d4 + 9 psychic damage, and the target is ~
CD Inquiring Grip (standard; at-will) + Psychic immobilized until the end of the slayer's next turn. c::
+21 vs. Reflex; 2d6 + 4 psychic damage, and the target is
~ Digging for Answers (standard; requires a dagger;
immobilized until the end of the curse bringer's next turn.
recharge ~ ~ ~.i]) + Charm, Psychic, Weapon
o
Curse of Creeping Doubt (standard; at-will) + Psychic Targets an immobilized creature; +19 vs. Will; 2d4 + 4 damage N
Ranged 20; +21 vs. Reflex; 2d8 + 7 psychiC damage, and the plus 5d6 psychic damage. A target reduced to 0 hit points or III
target is immobilized (save ends). fewer by this attack is dominated by the incunabulum slayer. o
i~ Curse Storm (standard; recharge [:~~ [iT1) + Psychic, Zone A dominated target does not fall unconscious and does not c::
I..U
Area burst 3 within 20; +21 vs. Reflex; 1d10 + 7 psychic need to make death saving throws. It dies only when reduced r
damage, and the target is immobilized (save ends). The burst to negative hit points equal to its bloodied value. If the target Z
creates a zone of animated funerary wrappings that lasts under the slayer's control regains hit points so that it is no :::l
until the end of the encounter. The zone is difficult terrain. longer dying, or If the slayer drops to 0 hit POilltS, the slayer's o
Any creature that ends its turn in the zone is immobilized control of the target ends. U
(save ends).
Z
Martial Secret (immediate interrupt, when the incunabulum uJ
Martial Secret (immediate interrupt. when the incunabulum slayer is hit by a melee attack or a close attack; at-will)
cursebringer is hit by a melee attack or a close attack; The triggering attacker rerolls the attack roll with a -2 penalty.
encounter) Alignment Evil Languages Abyssal, Common, Supernal
The triggering attacker rerolls the attack roll with a -2 penalty. Skills Arcana +17, InSight +15, Stealth +17
Alignment Evil Languages Abyssal, Common, Supernal
Str 21 (+13) Dex 19 (+12) Wls 15 (+10)
Skills Arcana +15, Diplomacy +18. Insight +15
Con 22 (+14) Int 19 (+12) Cha 23 (+14)
Str 18 (+12) Dex 24 (+15) Wls 14 (+10)
Equipment dagger
Con 21 (+13) Int14(+10) Cha20(+13)
The hlaspheme knight takes on a heavily armored Platform: An attached winch allows a character
foe, marking that target with weatsword attacks. If it on this iron platform to lower it 1 square as a minor
can reach at least two targets, it uses sweepin8 cleave. action. Encounter DS3 is at the bottom of a 30-foot
The cursebringer opens with a curse storm , trying deep shaft leading down from this room. Cutting the
to immobilize foes for the slayers' di88in8jor answers cable threaded through the winch (defenses 15; hp
attack. At the same time , the cursebringer calls for 20) send s the platform plummeting to the bottom of
the blasphemes' assistance, bringing these creatures the shaft, alerting all creatures below.
clambering out of the pit.
TACTICS
Th ree smaller tables each hold a partially eviscerated, half
6 horde ghouls (level 13 minion, MM 118) Str 16 (+8) Dex 16 (+8) Wls 18 (+9)
of the world. those who serve the cult, Wielding power bestowed by ~
the Chained God. ...J
\J.J
ELEMENTAL EYE CULTIST
Elemental Eye Priest Leve l 1 4 Controller
Outcasts from drow society seek acceptance within Med Ium fey humanuld. druw XI' 1.000
the Cult of the Elder Elemental Eye. Initiative +11 Senses Perception +13; darkvision
H p 131; Bloodied 66
Elemental Eye Cultist Level 11 Minion Soldier AC 18; Fortitude 16, Reflex 15. Will 17
HP 1; a missed attack never damages a minion. Reach 1; +19 vs. AC; 4d4 + 5 damage.
AC 15; Fortitude 15. Reflex 13. Will 11 + Chain of Destruction (standard; usable only while bloodied;
Speed 7 requires a spiked chain; at-will) + Lightning, Thunder, Weapon
CD Spiked Chain (standard; at-will) + Weapon Reach 1; +19 vs. AC; 4d4 + 5 damage. and the target takes
Reach 1; +18 vs. AC; 8 damage. and the target is marked and ongoing 5 lightning and thunder damage.
weakened until the end of the cultist's next turn. ~ Burning Acid Bolt (standard; at-will) + Acid. Fire
Alignment Evil Languages Common, Elven Ranged 10; +19 vs. AC; ld 10 + 4 acid and fire damage. and the
Equipment spiked chain Ranged 10; +18 vs. Reflex; until the end of the elemental eye
threat against their masters. damage. and the target is dazed (save ends).
The elemental eye priest transfers one effect that a save can
Stealth +16
+18 vs. Reflex; 2d8 + 5 damage (crit 4d8 + 21). In addition, marked, that condition ends on it.
the target is marked until it ends its turn in a square that is not Fade Away (immediate reaction, when the gnome stonewalker
adjacent to the caravan guard. Until the mark ends, the target takes damage; encounter) + illusion
cannot shift unless it ends the shift in a square adjacent to the The gnome stonewalker turns invisible until it attacks or until
caravan guard. the end of its next turn.
::,- Stone Call (minor; encounter) Merge with Stone (move; encounter)
Ranged 5; +18 vs. Reflex; the target is pulled 4 squares. The gnome stonewalker moves 3 squares or shifts 1 square, and
Fade Away (immediate reaction, when the gnome caravan guard can pass into and through squares occupied by obstacles made
takes damage; encounter) + Illusion of stone. If the obstacle is larger than it is, the stonewalker can
The gnome caravan guard turns invisible until it attacks or end its movement in such a square. If it does, it remains alive
until the end of its next turn. and aware of its surroundings, but it cannot be seen or attacked.
Merge with Stone (move; encounter) The only actions it can take are to make Perception checks or to
The gnome caravan guard moves 3 squares or shifts 1 square, shift 1 square into an unoccupied square as a move action.
and can pass into and through squares occupied by obstacles Reactive Stealth
made of stone. If the obstacle is large.r than it is, the caravan If a gnome has cover or concealment when it makes an initiative
guard can end its movement in such a square. If it does, it check at the start of an encounter, it can make a Stealth check
remains alive and aware of its surroundings, but it cannot be to become hidden.
seen or attacked. The only actions it can take are to make Stonewalk (minor; recharge 1:-:1;:{ ,I-'J) + Teleportation
Perception checks or to shift 1 square into an unoccupied The gnome stonewaiker teleports 3 squares. Its origin and
square as a move action. destination squares must both be adjacent to stone, or must
Reactive Stealth have a floor of stone.
if a gnome has cover or concealment when it makes an initiative Alignment Unaligned Languages Common, Deep
check at the start of an encounter, it can make a Stealth check Speech. Elven
to become hidden. Skills Dungeoneerlng +17
Alignment Unaligned Languages Common. Deep Str 18 (+10) Oex 17 (+9) W1s 23 (+12)
Speech, Elven Con 16 (+9) Int 20 (+11) Cha 14 (+8)
Skills Athletics +17, Endurance +16 Equipment hide armor, 2 throwing hammers
Str 23 (+12) Dex 19 (+10) Wls18 (+10)
Con 20 (+ 11) Int 15 (+8) Cha 16 (+9)
Equipment chainmail, war pick GNOME STONEWALKER TACTICS
A stonewalker stays in motion on the battlefield to
GNOME CARAVAN GUARD TACTICS avoid being pinned down, lIsing batterillg steps to slip
A caravan guard sets up ambushes with mer8e with between targets without fear of reprisal. A stone
stone and fade away, then uses stone call to pull an walker usesfade away and merae with stone to strike
enemy close for a war pick attack. with surprise whenever possible, relying on stonewalk
to escape a tight situation.
~
i
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A FOUL RACE OF BLIND SAVAGES, grimlocks range G rimlock Dark Caller Level 15 Controller
across the Underdark, slaughtering and feasting on Mediul1l nililiral hllillalloid (blind) Xf' '1.100
any creatures foolish enough to cross their path. Initiative +10 Senses Perception +13; blindsight 10
HP 148; Bloodied 74
AC 29; Fortitude 27, Reflex 26, Will 28
G RI MLOCK BODYGUARD Immune gaze
Possessing formidable psychic and combat skill, Speed 6
(!) Staff (standard; at-will) + Weapon
grimlock bodyguards lead dominant grimlock clans +20 V5. AC; 2d8 + 6 damage.
or are sworn to the service of powerful masters. ~ Endless Dark (standard; at-will) + Implement, Psychic
Ranged 10; +19 vs. Fortitude; 1d10 + 5 psychic damage, and
Grimlock Bodyguard Level 14 Soldier the target cannot see more than 1 square away (save ends).
Medium Ilillllrdl hUlllanoid (h lind) XP 1.000 ~ Call of Darkness (minor; encounter)
Initiative +14 Senses Perception +11; blindsight 10 Close burst 10; all sources of light within the burst are
HP 139; Bloodied 69 extinguished.
AC 30; Fortitude 17, Reflex 26, Will 25 -i} Shadow Swarm (standard; recharge ~;:l [fll) + Necrotic, Zone
Immune gaze Area burst 1 within 10 squares; +19 vs. Will; 2d8 +5; the burst
Speed 6 becomes a zone shadow swarms that lasts until the end of the
+
(!) Greatsword (standard; atwill) Weapon dark caller's next turn. A creature within in the zone is blinded
+21 vs. AC; 2d10 + 4 damage. until it leaves the zone.
+ Stick and Shift (standard; at-will) Alignment Evil Languages Common, Deep Speech
The grimlock bodyguard makes a melee basic attack and then Skills Arcana +13, Religion +13
shifts 1 square. See also bodY8uard shift. Str 19 (+11) Dex 17 (+10) Wls 23 (+13)
~ Mlndlash (immediate Interrupt, when any enemy marked by Con 20 (+12) Int 13 (+8) Cha 14(+9)
the grim lock bodyguard within 5 squares of It makes an attack Equipment hide armor, staff
that does not include the bodyguard; at-will) + Psychic
Close burst 5; targets the triggering enemy; no attack roll; GRIMLOCK DARK CALLER TACTICS
10 psychic damage. A dark caller hates all sources oflight. Despite its
Bodyguard Shift blindness, light of any kind burns its skin like fire. It
When a grim lock bodyguard shifts, it can shift into a square
uses call ofdarkness to start any battle, blinding sur
occupied by any enemy marked by it. The bodyguard slides
that enemy 1 square as a free action and ends its shift in a face dwellers as the rest of the tribe attacks. It then
square the enemy vacated. uses shad.ow swarm to harass its enemies, relying on
Guarded Mark the warriors to surround an enemy and prevent it
Any enemy adjacent to the grim lock bodyguard at the end of its from escaping the swarm's blinding grasp.
turn is marked by the bodyguard until the end of the enemy's
next turn. An enemy marked by a grim lock bodyguard does not
gain combat advantage while flanking any grimlock bodyguard.
G R IMLOCK HULK
Alignment Evil Languages Common, Deep Speech Barbaric grimlock hulks make up the first line of
Str23 (+13) Dex 20 (+12) Wis19(+11) defense for many grimlock clans, taking on the most
Con 19 (+11) Int 11 (+7) Cha 11 (+7) formidable foes without fear.
Equipment mismatched plate armor, greatsword
Grimlock Hulk Level 16 Brute
Mediulllllalllr,ll humanoid (h lind ) XP 1/100
GRIMLOCK BODYGUARD TACTICS
Initiative +12 Senses Perception +12; blindsight 10
A grimlock bodyguard focuses its attacks on well HP 190; Bloodied 95
armored foes, particularly strikers and defenders. A AC 28; Fortitude 30, Reflex 27, Will 17
bodyguard stays in constant motion with stick and shift Immune gaze
and bodY8uard shift, counting on its 8uarded mark and Speed 6
mindlash to draw enemy attacks away from its allies. (!) Momlngstar (standard; at-will) Weapon +
+19 vs. AC; 2d10 + 7 damage, and the target is knocked prone.
~ Reaping Star (standard; requires a morningstar;
GRIMLOCK D ARK CALLER +
recharge [~ I:,';I ~) Weapon
A dark caller is a shaman among the grim lock tribes, Close burst 1; targets enemies; +19 vs. AC; 1d1 0 + 7 damage,
drawing forth spirits of darkness to plague their and the target is pushed 1 square and knocked prone.
enemies. Bloody Wrath
A grimlock hulk's weapon attacks deal 1d1 0 extra damage
against bloodied targets.
Alignment Evil Languages Common, Deep Speech
Skills Athletics + 20, Endurance +18
Str 24 (+15) Dex 19 (+12) Wis 19 (+12)
Con 20 (+13) Int 7 (+6) Cha 9 (+7)
Equipment morningstar
CHAPTER 6 I New Monsters
GRIMLOCK LORI: :::.::
GRIMLOCK HULK TACTICS u
A grimlock hulk wades into battle against the strong Nature DC 18: Clans of savage grimlocks dwell o
...J
est foes with reapina star attacks. It targets bloodied within all areas of the Underdark, and nUll1erous ~
foes whenever it can, hoping for a quick kill by taking grimlocks are taken as slaves by that realm's more
advantage of its bloody wrath. ex:
powerful denizens. LJ
Nature DC 23: Though the grimlock race is
GRIMLOCK THUG known for its barharism, a few grimlocks rise to
What the vile grimlock thugs lack in combat finesse, moderate intelligence and the leadership of their
they make up for with their fearlessness and sheer foul clans. However, many of these leaders abandon
numbers. their own people to become so-called grimlock body
guards-seeking more profitable service with mind
Grimlock Thug level 18 Minion Brute
fJayers, fomorians, and other powerful masters.
Med.um 11."",.1hU.l1.lI1oid (blind) XI' ',nn
Initiative +14 Senses Perception +14; blindsight 10 ENCOUNTI:R GROUP S
HP 1; a missed attack never damages a minion.
Whether encountered as a clan war party or in the
AC 30; Fortitude 31, Reflex 29, Will 29
service of more powerful creatures, grimlocks are a
Immune gaze
Speed 6 deadly threat.
CD Greataxe (standard; atwill) + Weapon Level 15 Encounter (XP 6,500)
+21 vs. AC; 12 damage (14 damage against a bloodied target).
Alignment Evil languages Common, Deep Speech + 1 grimlock bodyguard (level 14 soldier)
Str 24 (+16) Dex 20 (+14) Wls 21 (+14) + 1 grimlock hulk (level 16 hrute)
Con 14 (+11) Int 7 (+7) Cha 9 (+8) + 2 grimlock berserkers (level] 3 brute, MM 148)
EqUipment greataxe + 10 grimlock minions (level 14 minion, MM 148)
Level 18 Encounter (XP 11,000)
GRIMLOCK THUG TACTICS
controller, MM 188)
CUR S BRINGER immobilized until the end of the slayer's next turn.
As an initiate offm-bidde n secrets, the incunabulum ~ DIgging for Answers (standard; requires a dagger;
cursebringer can strike down the strongest foes . recharge [;] ~ [(U) Charm, Psychic. Weapon
Targets an immobilized creature; +19 vs. Will; 2d4 + 4 damage
plus 5d6 psychic damage. A target reduced to 0 hit pOints or
Incunabulum Cursebringer Level 16 Artillery fewer by this attack is dominated by the incunabulum slayer.
Mediulll ,h.Hlo", IlIJlll.llloid XP 1.'100 A dominated target does not fall unconscious and does not
Initiative +15 Senses Perception +10; low-light vision need to make death saving throws. It dies only when reduced
Whispers of Hate aura 1; each enemy that starts its turn within to negative hit points equal to its bloodied value. If the target
the aura is pushed 2 squares. under the slayer's control regains hit points so that it is no
HP 123; Bloodied 61 longer dying, or if the slayer drops to 0 hit points, the slayer'S
AC 28; Fortitude 27, Reflex 29, Will 27 domination of the target ends.
Speed 6 Martial Secret (Immediate Interrupt, when the Incunabulum
CD Inquiring Grip (standard; at-will) Psychic slayer Is hit by a melee attack or a close attack; at-will)
+21 vs. Reflex; 2d6 + 4 psychic damage, and the target is The triggering attacker rerolls the attack roll with a -2 penalty.
immobilized until the end of the cursebringer's next turn. Alignment Evil Languages Abyssal, Common, Supernal
@ Curse of Creeping Doubt (standard; at-will) Psychic Skills Arcana +17, InSight +15, Stealth +17
Ranged 20; +21 vs. Reflex; 3d6 + 5 psychic damage. Str 21 (+13) Dex 19 (+12) Wls 15 (+10)
~ Curse of Agonizing Uncertainty (standard; encounter) Con 22 (+14) Int 19 (+12) Cha 23 (+14)
The cursebringer makes two curse of creepin8 doubt attacks. Equipment dagger
If both attacks hit the same target, the target is immobilized
(save ends). The target takes a -2 penalty to saving throws to
end this condition.
I N CUN ABULU M KEEPER
if- Curse Storm (standard; recharge r:::J [iJl) Psychic, Zone The incunabulum keeper increases the power of
Area burst 3 within 20; +21 vs. Reflex; 1d10 psychic damage, undead allies as they attack at its direction.
and the target is immobilized (save ends). The burst creates a
zone of animated funerary wrappings that lasts until the end Incunabulum Keeper Level 17 Soldier (Leader)
of the encounter. The zone is difficult terrain. Any creature that Mediulll .,h.Hlow hUllhlllOid XP 1.(,00
ends its turn within the zone is immobilized (save ends).
Initiative +14 Senses Perception +13; dark vision
Martial Secret (Immediate interrupt, when the Incunabulum White Hand Authority aura 2; one undead ally within the aura at
cursebrlnger Is hit by a melee attack or a close weapon attack;
the start of the incunabulum keeper's turn can make a melee
encounter) basic attack as a free action.
The triggering attacker rerolls the attack roll with a -2 penalty.
HP 167; Bloodied 83
Alignment Evil Languages Abyssal, Common, Supernal
+24 vs. AC; 2d8 + 7 damage plus 1d8 psychic damage, and the
target is immobilized until the end of the keeper's next turn.
INCUNABULUM CURSEBRINGER
C HA PT ER 6 I New Monster s
INCUNABULUM SLAYER TACTICS
An incunabulum slayer's martial secret helps it shrug
off melee attackers while it makes inquisitive da88er
attacks. It uses di88in8for answers as often as possible,
hoping to turn a fallen foe against its own allies.
INCUNABULUM INQUISITOR
With the dark magic of its touch, an incunabulum
inquisitor can wrest the will and life from any foe.
M IND FLAYER
TOR MENTOR TACTICS
A mind f1ayer tormentor stays well behind a wall of
thralls and allies, attacking with mincllance as it waits
to target a leader or a ranged combatant with tentacle
projection. When that power has a foe grabbed. the
tormenter makes its bore into brain attack at range. It
makes melee bore into brain attacks against any other
grabbed or stunned enemies close by in the fray.
Speed 4
A quaggoth berserker wades into battle with stone dub Str14(+7) Oex16(+8) Wls20(+10)
QUAGGOTH LORE
Nature DC 14: The feral Underdark race of quag
goths view all other living creatures as potential prey.
Nature DC 19: The quaggoths' nomadic clan soci
ety is based on worship of the primal spirits. and they
seek out sources of pri mal power in the U nderdark.
E NCOUNTER GROUPS
Quaggoths are poor allies at best, but they keep and
train many of the beasts of the Underdark.
SWORDW1NG /
SWORDWIN G CUTTER
Swordwing cutters attack as a mob, surrounding and
slashing foes with vicious armblade attacks.
ous reward of eternal life in exchange for absolute Initiative +12 Senses Perception +15; darkvision
Bloodwrack aura 2; each bloodied enemy within the aura takes a
fealty to the King that Crawl s.
-4 penalty to saving throws.
HP 132; Bloodied 66
A RMORED WRA CK SPAWN AC 30; Fortitude 25, Reflex 24, Will 24
Resist 10 psychic
These horrid creatures lead the attacks ofTorog's
Speed 5
faithful , protected by armor fused directly to flesh CD Warhammer (standard; at-will) Weapon
and bone. +20 vs. AC; 2d1 0 + 4 damage, and the target is marked until the
end of the armored wrackspawn's next turn.
ARMORED WRACKSPAWN TACTICS -I- Crushing Blow (standard; requires a warhammer; encounter)
Weapon
Armored wrackspaw n attempt to bloody enemies
+20 vs. AC; 3d10 + 4 damage, and the target is marked and
quickly to m a ke full use of their bloodwrack aura . A slowed (save ends both).
bloodied foe is kept close with crushing blow until it Inflict New Tortures (immediate reaction, when any enemy
saves; then the a rmored wrackspawn uses inflict new adjacent to the armored wrackspawn succeeds on a saving
tortures to choose another target. throw; at-will)
The armored wrackspawn shifts its speed. Crushina blow
recharges, and the wrackspawn uses it against a target other
than the triggering enemy.
Alignment Evil Languages Common, Deep Speech
Str 18 (+10) Dex 18 (+10) Wls 19 (+10)
Con 20(+11) Int10(+6) Cha 8 (+5)
Equipment plate armor pieces, large shield, warhammer
BROKEN WRACKSPAWN
The failed results ofthe horrid rituals that produce
their kind , broken wrackspawn are sacrificed in
battle to protect their kin.
C H A PT E R 6 I New Monst e rs
Broken Wrackspawn Level 18 Minion Controller Flaying Wrackspawn Level 15 Controller
Pit Guardian M<', lium 111111101l.11 h,"II,,"olll XI' 7.0no
,\\, till"" """1<)[1,11 1",,",][10,,1 XP 3.250 Initiative +21 Senses Perception +19; darkvision
Initiative +21 Senses Perception +22; darkvision Bloodwrack aura 2; each bloodied enemy within the aura takes a
Bloodwrack aura 2; each bloodied enemy within the aura takes a -4 penalty to saving throws.
-4 penalty to saving throws. HP 226; Bloodied 113
HP 1; a missed attack never damages a minion. AC 39; Fortitude 36, Reflex 39, Will 37
AC 42; Fortitude 42, Reflex 39, Will 40 Resist 15 psychic
Resist 15 psychic Speed 8, fly 8
Speed 5 ill Barbed Whip (standard; at-will) + Weapon
ill Bone Spear (standard; atwlll) Weapon Reach 2; +30 vs. AC; 3d8 + 7 damage, and the target is
+33 vs. AC; 15 damage, and the target is weakened until the immobilized until the end of the wrackspawn's next turn.
broken wrackspawn pit guardian drops to 0 hit points. + Discord From Pain (immediate reaction, when any enemy
Alignment Evil Languages Common, Deep Speech adjacent to the flaying wrackspawn succeeds on a saving throw;
Str 30 (+24) Dex 24 (+21) Wls 27 (+22) at-will)
Con 25 (+21) Int10(+14) Cha 9 (+13) Targets the triggering enemy; +29 vs. Will; the target makes
Equipment bone spear a basic attack against a creature of the flaying wrackspawn's
choice as a free action.
~ Break Loyalty (standard; recharge ~ l:~~ In) Charm, Psychic
JAGGED W R ACKSPAWN Close burst 5; +29 vs. Wi"; 1d1 0 psychic damage. In addition,
the target is affected by broken loyalty (save ends). While
A jagged wrackspawn's body pulses from within with affected by broken loyalty, the target cannot flank with its
eldritch light, its limbs pierced with steel-hard bone allies, cannot use any power that grants bonuses to allies, and
needles that can rend the flesh from a foe. cannot use any power that allows allies to gain temporary hit
points, regain hit points, or spend healing surges.
Jagged Wrackspawn Level 16 Controller Alignment Evil Languages Common, Deep Speech
Mp,liulll 1111111011 al humallo id XP 1.400 Str 22 (+18) Dex 29 (+21) Wls 25 (+19)
Initiative +15 Senses Perception +12; darkvision Con 18 (+16) Int 14 (+14) Cha 14 (+14)
Bloodwrack aura 2; each bloodied enemy within the aura takes a Equipment barbed whip
-4 penalty to saving throws.
HP 157; Bloodied 78 FLAYING WRACKSPAWN TACTICS
AC 30; Fortitude 28, Reflex 30, Will 27
A flaying wrackspawn stays behind the first rank of
Resist 10 psychic
Speed 6 combat, immobiliZing defenders or strikers with its
ill Embedded Needles (standard; at-will) barbed whip. The wrackspawn keeps an immobilized
+21 vs. AC; 2d6 + 2 damage, and ongoing 5 damage (save ends). foe close in the event that the enemy triggers discord
+ Dread Embrace (standard; encounter) Reliable from pain.
+20 vs. Reflex; the target is removed from the battle grid and
imprisoned within an extradimensional space inside the jagged WRACKSPAWN LORE
wrackspawn (save ends). While imprisoned, the target
Is stunned and takes ongoing 10 damage, and no creature has Dungeoneering or Religion DC 18: Wrack
line of sight or line of effect to it. When the target saves, or if the spawn are loyal tools created from the victims of
wracks pawn drops to 0 hit points, the target returns in a space Torog's torture dens. Each wrackspawn is an assem
of its choice adjacent to the wrackspawn. While imprisoned, the blage of parts from numerous humanoid creatures,
target is considered to be within the wrackspawn's bloodwrack bound together with foul rituals and dark magic.
aura but not adjacent to the wrackspawn, so that its successful
saving throws don't trigger rancorous screech. ENCOUNTER GROUP S
~ Rancorous Screech (immediate reaction, when any enemy
adjacent to the jagged wrackspawn succeeds on a saving throw; Wrackspawn serve in Torog's raiding parties and the
atw111) Psychic forces that guard his torture dens, fighting alongSide
Close burst 5; +20 vs. Wi"; 1d6 + 3 psychic damage. other servants of the King that Crawls.
Alignment Evil Languages Common, Deep Speech
Str18(+12) Dex24(+15) Wls 19 (+12) Level 15 Encounter (XP 6,900)
Con 21 (+13) Int 12 (+9) Cha 13 (+9) 2 armored wrackspawn (level 13 soldier)
5 broken wrackspawn (level 15 minion controller)
JAGGED WRACKSPAWN TACTICS 1 jagged wrackspawn (level 16 controller)
A jagged wrackspawn targets heavily armored char 3 yuan-ti malison sharp-eyes (level 13 artillery,
acters with its dread embrace, then attacks other foes MM 269)
with embedded needles while it has a creature trapped
within it. Level 26 Encounter (XP 51,650)
6 broken wrackspawn pit guardians (level 28
FLAYING W R ACK SPAWN minion controller)
2 flaying wrackspawn (level 25 controller)
An elite torturer and assassin ofTorog, the flaying
3 angels of supremacy (level 24 soldier, MM2 10)
wrackspawn directs the relentless attacks ofits kin.
Characters who want to truly kill a deity must fulfill Initiative +30 Senses Perception +27; darkvision
Swarm Attack aura 1; each enemy that starts its turn within the
one or more conditions specific to that deity and to your
aura takes 5 damage plus 5 extra damage per crawling blood
campa ign. If the specific cond itions are satisfied, the swarm adjacent to the enemy_
deity cannot discorporate, instead becoming bloodied HP 1; a missed attack never damages a minion.
as normal. Sample quests for those wishing to slay Torog AC 48; Fortitude 45, Reflex 47, Will 46
are given below. However, Torog is unique among all the Resist 20 to melee and ranged attacks
gods in that he is consumed by an irrational desire to die. Speed 3, climb 3 (spider climb)
Because of this, the King that Crawls is able to willingly CD Swarm of Torturous Mandibles (standard; at-will)
+39 vs. AC; ongOing 10 damage (save ends)_
overcome discorporation, and he can choose at any time
Blood Pollution
to fight to the death. If a crawling blood swarm is adjacent to a bloodied creature
Rigors of Execution: Any characters who want to slay at the end of the swarm's turn, another crawling blood swarm
Torog are welcome to try, but the battle must take place appears in a space adjacent to the bloodied creature_
in Gargash's skull. From this prima ry torture den, Torog Alignment Evil Languages -
sends his foes to fight his exarchs in other torture dens. Str 12 (+18) Dex 33 (+28) Wls 30(+27)
Once the exarchs are defeated , Torog can be slain. Con 28 (+26) Int 1 (+12) Cha 22 (+23)
NEW MONSTERS
Every new monster in this book appears on the following list, which is sorted alphabetically by level and monster
role. Monster leaders are indicated with an (L).
Monster Level and Role Page Monster Level and Role Page
Myconid Gas Spore 4 Minion Skirmisher 151 Kuo-Toa Leviathan 15 Elite Brute 149
Grimlock Dark Caller 15 Controller 144
Myconid Colony Swarm 5 Artillery 151 Broken \Vrackspawn 15 Minion Controller IS4
Myconid Rotslammer 5 Brute 51
Dark Creeper Necromancer 5 Elite Skirmisher 55 Incunabulum Cursebringer 16 Artillery 146
Grimlock Hulk 16 Brute 144
Quaggoth Berserker 9 Brute 152 incunabulum Bone Naga 16 Elite Controller 136
Troglodyte Savage 9 Skirmisher 30 Jagged Wracks pawn 16 Controller 155
Blood Ooze I I Solo Controller 140 Incunabulum Slayer 16 Lurker 146
Quaggoth Chanter 11 Controller (L) 152 Incunabulum Keeper 17 Soldier (L) 146
Elemental Eye Cultist 11 Minion Soldier 141
Kuo-Toa Warder 11 Minion Artillery 148 The Cringe 18 Elite Brute 158
rncunabulum Inquisitor 18 Con trolle r 147
Kuo-Toa Spearflend 12 Brute 148 Grimlock Thug 18 Minion Brute 145
Kuo-Toa Mumbler 13 Elite Lurker (L) .148 ISO
Mind Flayer Tormentor 20 Artillery
Gnome Stonewalker 13 Skirmisher 142
Armored WrackspawlI 13 Soldier 154 Swordwing Slasher 23 Lurker 153
Gnome Caravan Guard 13 Soldier 142
Flaying Wrackspawn 25 Controller 155
Elemental Eye Priest 14 Controller 141
Gnome Rockcaller 14 Controller 143 Broken Wracks pawn Pit Guardian 28 Minion Controller 155
Hook Horror Darkflend 14 Lurker 99 Sword"~Ilg Cutter 28 Minion Skirmisher 153
Grimlock Bodyguard 14 Soldier 144 Torog 34 Solo Lurker 156
Crawling Blood Swarm 34 Minion Skirmisher 157
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