TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  ULP4-01 
   
   
   
   
   
   
  Even Further 
  Downward Still 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Principality of Ulek Regional Adventure 
  Version 1.1 
   
  by Christopher Reed 
   
   
   
  With derro poison antidote supplies dwindling and sightings of derro near the village of Thrutch, you are asked to delve 
  into unknown underground tunnels in search of a key ingredient.  Can you successfully complete this mission without 
  upsetting the balance down below?  A Principality of Ulek regional adventure for APLs 4-12. 
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  ULP4-01 Even Further Downward Still 
   
  Page 2 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Principality of Ulek.  Characters native to the 
  Principality of Ulek pay one Time Unit per round, all 
  others pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
   
  ULP4-01 Even Further Downward Still 
   
  Page 3 
  
  Adventure Background & 
  Summary 
  This is the twenty-ninth scenario for the Principality of 
  Ulek in the RPGA Living Greyhawk Campaign. Below is 
  some general background information. 
  • 
  While a dwarf rules the Principality of Ulek, and all 
  of the nobles are dwarves, the Principality consists of 
  more humans than any other race. 
  • 
  The Principality of Ulek is presently at war with the 
  Pomarj and especially those under the command of 
  an unknown creature known as the Warlord. The 
  territory east of the Lortmil Hills is currently 
  contested, and a large number of the Principality of 
  Ulek's residents, have been forced to flee their 
  homes due to the humanoid invaders of the Pomarj. 
  • 
  The Pomarj is a humanoid state, composed mainly of 
  orcs, goblins, and the like. 
  Non-Mine Ranger PCs begin the adventure having just 
  entered the gnomish village Treehome during the 
  evening hour.  Treehome lies in the northern portion of 
  the Principality of Ulek on the edge of the Lortmil Hills.  
  Parts of ULP1-04 Downward and ULP3-03 Even 
  Further Downward took place here.  Meanwhile Mine 
  Ranger PCs begin the adventure having just been 
  summoned to Treehome via written note. 
  In ULP1-04 Downward, several adventurers learned 
  about the presence of a group of Derro of unknown size 
  in a place called Urgo’s Mine.  Several of the derro slaves 
  (three dwarfs and one gnome) were freed.  The gnome, 
  Dimble “Cloak” Beren, is a member of the Mine Rangers, 
  a special organization that serves in the protection and 
  investigation of mines within the Principality of Ulek.  
  In ULP2-02 Further Downward, Dimble asked several 
  PCs to gather some moss used in making a Derro poison 
  antidote, gathering as much information as possible and 
  attempt 
  to 
  save 
  any 
  slaves 
  they 
  encounter.  
  Unfortunately, the later did not occur.  In ULP3-03 Even 
  Further Downward, Dimble once again asked several 
  PCs to gather some moss used in making a Derro poison 
  antidote and attempt to save any slaves they encountered. 
   Unfortunately, the Derro had destroyed the moss but the 
  PCs were able to free a number of Derro slaves.  Now 
  with recent Derro activity being seen near the village of 
  Thrutch, a new supply of moss, a key ingredient used in 
  the Derro poison antidote, is necessary.  Thus, Dimble is, 
  once again, requesting the aid of the PCs to go deep 
  underground but not through the old pathway but the 
  new one that was supplied to them by the mindflayer 
  Melavelonce. 
  The PCs start the adventure having just entered the 
  village of Treehome, in the evening hour.  The local 
  shops are closed so the PCs do not have an opportunity to 
  explore the potential wonders of the village.  Mine 
  Ranger PCs have received an official summons to meet 
  Dimble "Clock" Beren at the Badgers Refuge Tavern and 
  Inn. 
  The Badgers Refuge Tavern and Inn is an obvious place 
  the PCs could go for an evening meal, place to rest for the 
  night and/or converse with a number of other folks.  
  Dimble "Cloak" Beren, a member of the Mine Rangers is 
  currently at this establishment.  He first speaks to current 
  Mine Rangers having sent a letter for them to arrive here 
  in Treehome.  Next, Dimble asks those PCs he 
  remembers (those who already have a Recommendation 
  of the Mine Rangers) about another possible mission.  
  Finally, he gathers several others he deems might be 
  helpful to the mission.  Once Dimble has gathered each 
  of the PCs, he informs them that he has been requested 
  to seek several heroes and ask them to go a new tunnel 
  that hopefully will lead to a supply of moss needed to 
  continue manufacturing Derro poison antidote.  He 
  openly admits he has no evidence that they will 
  encounter any but with all the recent Derro activity near 
  the village of Thrutch, such investigation is needed. 
  Having left the village of Treehome immediately upon 
  Dimble's request, the PCs trek for several hours before 
  resting for the evening.  After two days of travel, the PCs 
  arrive without any complications. 
  Once at the cave entrance, the PCs have an opportunity 
  to rest and look for any possible recent activity.  Their 
  rest goes uninterrupted and no recent activity, save the 
  natural wildlife here, can be found. 
  After a full day of travel, with the PCs searching a 
  number of small side passages, the PCs finally come to a 
  major intersection of tunnels.  One tunnel was used by a 
  group of PCs to escape the Derro's underground city in 
  the scenario ULP3-03 Even Further Downward.  
  However, there are three other tunnels worth 
  investigating (not including the tunnel they came from 
  and the one that leads to the Derro's underground city).   
  Heading down the left tunnel, the PCs find that it 
  meanders slightly back and forth.  After three hours of 
  walking and searching minor side tunnels and 
  passageways, the PCs finally find an underground cave.  
  Located within the cave are several dead carrion crawlers 
  with yellow mold growing upon them.  Nothing else of 
  interest lies here. 
  Heading down the center tunnel, the PCs find that it 
  swerves and sways back and forth.  After two hours of 
  walking and searching minor side tunnels and 
  ULP4-01 Even Further Downward Still 
   
  Page 4 
  
  passageways, the PCs finally come upon a large 
  underground cave.  Located throughout the cave is a 
  colony of hungry monstrous centipedes that attack the 
  PCs. 
  Heading down the right tunnel, the PCs must bypass 
  several natural obstacles, such as a narrow ledge 
  (balance), an obvious pit (jump), an underground stream 
  (swim), a wall (climb), etc.  These can be bypassed using a 
  variety of skill checks or via the use of spells. 
  As the PCs bypass the last of the natural obstacles, a voice 
  from an unseen source fills their head.  For those who 
  met the mindflayer (illithid) Melavelonce in ULP3-03 
  Even Further Downward, this voice is familiar.  
  Melavelonce knows that there has been recent Derro 
  activity near the village of Thrutch and the PC's presence 
  is likely due to this fact.  He asks the PCs their reason for 
  delving into these parts of the underground tunnels.  If 
  informed by the PCs, Melavelonce laughs as he states 
  that he knows where an excellent source of moss can be 
  found but requires them to promise to get the 
  ingredients without disturbing (free in Melavelonce's 
  mind) those who tend it (myconids) plus a future 
  unnamed favor.  If the PCs all agree, he provides the 
  directions to a myconid colony that grows a number of 
  underground vegetation including the moss the PCs 
  seek.  Thus it is possible that some PCs may owe 
  Melavelonce two favors overall once they have 
  completed this encounter. 
  This is intended to be a role-playing encounter.  
  Melavelonce has no intention of causing harm to the PCs 
  but is guarded by his two grimlock companions.  The PCs 
  could opt to foolishly attack the mind flayer and his 
  grimlock guards but not only will this lead to a difficult 
  combat that will have permanent negative implications. 
  Following the directions given to them by mindflayer 
  (illithid) Melavelonce, the PCs follow several tunnels that 
  veer back and forth.  During their trek, the PCs come 
  across a side cave that have several lifelike stone statues 
  of a variety of creatures.  These statues were once alive 
  but fell victim to the basilisks that reside here. 
  Pressing onward following the directions given to them 
  by the mindflayer Melavelonce, the PCs run across an 
  ooze (type and size depends on APL). 
  Finally, the PCs arrive at the edge of the myconid (fungus 
  ones) colony.  The PCs see many of them tending to the 
  splendid underground plant life located here.  When the 
  PCs are spotted by the myconids, a group of guards 
  approach them with several of the guards releasing their 
  spores to rapport so communication can occur.  The PCs 
  are asked their business in these parts and once their 
  story is told, they are taken to the myconid sovereign 
  (ruler of the myconid).  Once Melavelonce name is 
  mentioned, he willing gives the PCs the moss that they 
  seek for the Derro antidote. 
  With a plentiful supply of moss in hand, the PCs start to 
  exit the myconid colony.  When they do, the see a brain 
  golem repressing a young myconid junior worker.  The 
  brain golem is under the control of the mindflayer 
  Melavelonce.  They watch over and guard the myconids, 
  who are in effect mindflayer Melavelonce's slaves. 
  While all of this is going on, the other myconids merely 
  watch in sadness knowing that aiding could net them the 
  same result.  If the PCs interfere, the myconids try to stop 
  them knowing that attack the brain golems or trying to 
  free them could earn the wraith of Melavelonce.  (This 
  encounter is intended to eat away at the PCs but force 
  them to control themselves.) 
  Finally, the PCs start their return to the surface.  As they 
  do, they are greeting once again by the mindflayer 
  Melavelonce.  If the PCs did not interfere with the 
  myconid especially in the previous encounter, the bids 
  them good luck.  However, if the PCs attacked the brain 
  golem or attempted to free any of myconids, he and his 
  two grimlock companions attack the PCs. 
  The PCs encounter nothing else of interest during the 
  rest of their trek to the surface or back to the village of 
  Treehome.  Successful groups are rewarded by the Mine 
  Rangers with recommendations along with access to the 
  Derro antidote. 
  NOTE: This adventure is a Mine Ranger mission. 
  Introduction 
  Before starting the adventure, check to see which PCs are 
  members of the Mine Ranger Principality of Ulek meta-
  gaming organization.  Give those PCs Player Handout 
  #1.  Once they, if any, have been given a chance to read 
  the handout, continue with the following: 
  In the past four months there has been victories in 
  battles with the forces to the east.  The Royal Army, 
  has not only held the invading humanoids off, ke a 
  impenetrable stone wall, but also started to slowly 
  push them back towards the Jewel River. 
  li
  t
  Despite this fact, travel along the eastern edge of the 
  Lortmil Hills is still poten ially dangerous due to the 
  possibility of humanoid raids or ambushes. 
  Thus, you have made your way along an alternative 
  route that leads through the gnomish village of 
  Treehome.  It is nearly dinnertime as you approach 
  the village.  After passing the gnomish guards 
  patrolling the village's parameter, you quickly 
  ULP4-01 Even Further Downward Still 
   
  Page 5 
  
  discover this would be a good place to rest for the 
  evening before heading onward. 
  The gnomish village of Treehome contains an odd 
  assortment of underground and above ground dwellings. 
   The most notable place to eat and rest for the evening is 
  the Badgers Refuge Tavern and Inn. 
  The other shops located here are closed for the evening 
  and thus the PCs do not have an opportunity to shop at 
  them. 
  Encounter One: Badgers Refuge 
  Tavern and Inn 
  When the PCs go to the Badgers Refuge Tavern and Inn, 
  continue with the following: 
  Approaching the Badgers Refuge Tavern and Inn, it 
  looks to be a most welcoming sight but a bit odd.  The 
  lower portion of the building seems rather normal 
  but its upper stories sit up within three large trees 
  that are intertwined.  There are wooden walkways and 
  steps that lead up from the main building into the 
  small buildings that you guess are rooms for guests.  
  This seems peculiar, as these three trees are the only 
  large trees in the area. 
  As you enter the establishment, you see young 
  gnomish women waiting on the patrons here while a 
  tall gnome, likely the owner of the tavern, managing 
  the affairs of the place. 
  Allow the PCs to role-play with the NPCs noted below 
  (Tavern Workers) along with the common patrons who 
  supply the rumors (noted below). 
  Those PCs who have played either ULP2-02 Further 
  Downward or ULP3-03 Even Further Downward 
  should make a Spot check (DC 10) to notice Dimble 
  “Cloak” Beren, a gnomish member of the Mine Rangers, a 
  special organization that serves in the protection and 
  investigation of mines within the Principality of Ulek.  
  Players who played ULP1-04 Downward may remember 
  Dimble, having saved him from the Derro located in 
  Urgo’s Mine.  Players who played either ULP2-02 
  Further Downward or ULP3-03 Even Further 
  Downward should remember Dimble as it was he who 
  requested they investigate further into Urgo's Mine.  
  Dimble remembers any Mine Ranger PCs or those who 
  have a Recommendation of the Mine Rangers, and seeks 
  his or her aid in an upcoming mission first. 
  Dimble informs each of the PCs that the Mine Rangers 
  requested that he seek several heroes and ask them to go 
  to a new tunnel that hopefully leads to a supply of rare 
  purplish-fluorescent 
  moss 
  needed 
  to 
  continue 
  manufacturing Derro poison antidote.  He openly admits 
  he has no evidence that they will encounter any but with 
  all the recent Derro activity near the village of Thrutch, 
  such investigation is needed. 
  Dimble is unable to provide the PCs with any maps of the 
  tunnels nor any Derro poison antidote.  He can provide 
  the PCs with a map to the tunnel entrance, twelve 
  sunrods, plus the following six items: 
  • 
  elixir of hiding 
  • 
  elixir of sneaking 
  • 
  oil of daylight 
  • 
  potion of cure serious wounds 
  • 
  potion of jump 
  • 
  potion of neutralize poison 
  If these items are not used during the event, the PCs get 
  item access to them at the conclusion of this adventure.  
  However, if used, item access should not be granted.  
  If asked about payment, Dimble has nothing to offer save 
  the items mentioned above that might benefit the PCs in 
  the mission.  He states that he will gladly put in a good 
  word for them with the Mine Rangers however. 
  If asked about Locc Bloomgem, the gnome who asked 
  several heroes to first enter Urgo’s Mine in ULP1-04 
  Downward, Dimble explains that the cultists of the Earth 
  Dragon are still actively searching for him, as seen in 
  ULP1-07 Spyder’s Quest, and thus he is continuing his 
  life in hiding.  Thus his aid is currently not available.  If 
  asked about Locc’s grandson Ebernie, Dimble explains 
  that he is with his grandfather Locc. 
  If the PCs accept the mission, Dimble requests that they 
  leave immediately, as even a few hours could make a 
  difference in the lives of several hundred lives if the 
  Derro attack. 
  Any PC that stays in the tavern to learn of any rumors 
  and uses the Gather Information skill has the 
  opportunity (DC 10) to learn of some gossip (roll on the 
  chart below). For every two points over the DC a PC gets 
  on their check, allow them an extra roll on the following 
  chart (re-roll any duplicates): 
  1. 
  There have been numerous Derro sightings near the 
  village of Thrutch. 
  2. 
  The Derro are planning to help the Warlord invade 
  the Principality of Ulek. 
  3. 
  The Derro have contracted a strange disease that 
  causes them to act with madness. 
  4. 
  Derro are in fact part dwarf and part human. 
  ULP4-01 Even Further Downward Still 
   
  Page 6 
  
  5. 
  A walking humanoid octopus creature has been 
  sighted in several of the nearby underground 
  tunnels. 
  6. 
  A strange buzzing has been heard by many of the 
  villagers that reside in the northern part of the 
  Principality of Ulek. 
  7. 
  A great underground maze with large monstrous 
  creatures has been found near the village of Thrutch. 
  8. 
  A small little unusual looking human man was 
  inquiring about a legendary warhammer with a bane 
  against dragons some time ago. 
  9. 
  Young Prince Volimar is planning on increasing the 
  War Tax despite his recent announcement and 
  several victories by the Royal Army. 
  10. An old beggar was seen in town seeking aid for the 
  young prince. 
  Tavern Workers 
  � Olenn Greeneye: male gnome Rgr1/Ill2; Craft: 
  Bowmaking +9, Craft: Leatherworking +9, Handle 
  Animal +5, Hide +5, Knowledge: Architecture and 
  Engineering +5, Listen +4, Move Silently +5, Profession: 
  Innkeeper +6, Spot +4, Survival +6; runs the tavern. 
   
  Olenn, a tall gnome, is the owner of the tavern.  He 
  wears a green apron over his black breeches and shirt, 
  which match his emerald green eyes.  He has a confident 
  look about him and an ever-watchful eye for trouble. 
  � Imma Greeneye: female gnome Com1; Craft: 
  Weaving +4, Listen +2, Profession: Innkeeper +4, Spot +2; 
  assists with the running of the tavern. 
   
  Imma is Olenn's wife.  She keeps a constant eye on 
  their daughter Umara.  She has a very pleasant smile, one 
  that even eases the roughest of folks. 
  � Umara Greeneye: female gnome Com1; Handle 
  Animal +4, Ride +4; assists with animals of tavern 
  patrons. 
   
  Umara is the daughter of Olenn and Imma.  She is 
  quite young, only having been able to walk for several 
  years now.  Despite this, she often tries to help out 
  whenever possible especially if it involves animals. 
  � Ellyjobell Greeneye: female gnome Brd1; Balance +6, 
  Diplomacy +6, Escape Artist +6, Gather Information +6, 
  Perform +6, Tumble +6; waitress. 
   
  Ellyjobell is a recent addition to the Badgers Refuge 
  Tavern and Inn.  When Tragie Aurgite left, Olenn was in 
  need of additional help and thus hired GGG.  She is a 
  young attractive gnome who loves to both listen to and 
  tell stories.  She hopes to one day travel to other parts of 
  the Principality of Ulek to hear new stories and pass on 
  her own. 
  � Rathus Kilnor: male human Ftr3; Climb+2, Handle 
  Animal +3, Jump +2, Ride +3, Profession: Cook +6, Swim 
  +2; cooks for the tavern. 
   
  Rathus is an aging human male, who used to 
  adventure with Olenn back when they were both 
  younger.  He has the reputation of making anything taste 
  good with his specialty being roast boar with thick gravy. 
  Encounter Two: Trek 
  Quickly, you gather your items and head out as 
  requested by Dimble "Cloak" Beren.  The darkness of 
  the night surrounds you as you make way to the 
  underground tunnel in search of the rare purplish-
  fluorescent moss needed for the Derro poison 
  antidote. 
  Two days pass by as you traverse the Lortmil Hills 
  before you start to near the cave entrance that you 
  seek. 
  Allow the characters to take any precautions before 
  continuing with the next encounter. 
  Encounter Three: Cave Entrance 
  Coming to the area where Dimble informed you, plus 
  noted on your map, the cave entrance you were to 
  investigate for the rare purplish-fluorescent moss 
  needed for the Derro poison antidote, you see 
  numerous bushes and shrubs healthily growing along 
  the hillsides.  At first glance, you do not see any type 
  of cave entrance around. 
   
  Have the PCs make both a Spot (DC 10) and Listen 
  check.  Those PCs that successfully made the Spot check 
  notice a small path leading just around a hill.  This path 
  leads to the cave entrance they seek.  The Listen check is 
  merely to put a little concern in the PCs that they might 
  have been caught in an ambush, which is not the case. 
  If PCs search for tracks, they find that there has been no 
  recent activity, save the natural wildlife. 
  The entrance to the underground tunnel is roughly five 
  feet wide and about six feet high. Please use the DM 
  Aids: Maps provided as a reference for this and future 
  encounters. 
  Also, the PCs have a 30% chance to have a random 
  encounter with some carrion crawlers anytime they sleep 
  within these caves.  Their statistics are as indicated below: 
  ULP4-01 Even Further Downward Still 
   
  Page 7 
  
  APL 4 and 6 (EL 4) 
  � Carrion Crawler (1): hp 23; see Monster Manual. 
  APL 8 (EL 6) 
  � Carrion Crawlers (2): hp 23 each; see Monster 
  Manual. 
  APL 10 (EL 8) 
  � Carrion Crawlers (4): hp 23 each; see Monster 
  Manual. 
  APL 12 (EL 10) 
  � Carrion Crawlers (8): hp 23 each; see Monster 
  Manual. 
  When the PCs decide to enter the underground tunnel, 
  make sure to get a marching order, then continue with 
  the next encounter. 
  NOTE: Use of the teleport spell or other similar types of 
  travel can be used to move from one underground 
  location to the next.  However, one cannot use such 
  methods of travel to get from the underground to the 
  surface due to the various metals (such as lead) that line 
  the tunnels located here. 
  Encounter Four: Choices 
  You begin to travel downward through the tunnel, 
  ensuring to search each of the side passageways.  The 
  trek is long and dull.  After a full day of travel, you 
  finally come to a major intersection of tunnels. 
  You see four tunnels branching off in all directions 
  before you.  The tunnel on the far right has the 
  Common word "Derro" written in chalk upon it.  This 
  is likely how previous adventurers escaped from the 
  Derro with numerous slaves in recent months.  It is 
  unlikely that venturing down this passage will net 
  any gains.  However, there are three other passages 
  that you could explore for the rare purplish-
  fluorescent moss that you seek. 
   
   
  t
  f
  The marked tunnel was used by a group of PCs to escape 
  the Derro's underground city in the scenario ULP3-03 
  Even Further Downward.  However, there are three 
  other tunnels worth investigating (not including the 
  tunnel the PCs came from and the one that leads to the 
  Derro's underground city).  The first tunnel (left tunnel) 
  leads to Encounter Five.  The second tunnel (center 
  tunnel) leads to Encounter Six.  The final tunnel (right) 
  leads to Encounter Seven. 
  Encounter Five: Yellow Mold 
  Heading down the left tunnel, you find that it 
  meanders sligh ly back and forth.  During your trek, 
  you find several small side tunnels and passageways 
  that you discover are empty upon investigation. 
  After three hours, you finally come upon a sizable 
  underground cave.  As you peer into it, you see three 
  dead creatures strewn about the cave.  The dead 
  creatures appear to be about ten feet long and possess 
  eight tentacles and many legs.  They also have a 
  yellowish tinge to them. 
  Nothing else o  interest is currently visible to you. 
  The three dead creatures are in fact carrion crawlers.  
  They were killed by one of the many underground 
  denizens that reside in these tunnels.  Since they are 
  dead, they are harmless to the PCs.  However, the yellow 
  mold that covers all three carrion crawlers is harmful to 
  the PCs.  If the yellow mold is disturbed, a 5-foot square 
  of this mold bursts forth with a cloud of poisonous 
  spores.  All within 10 feet of the mold must make a 
  Fortitude save (DC 15) or take 1d6 points of Constitution 
  damage.  Another Fortitude save (DC 15) is required one 
  minute later, even by those who succeeded on the 
  initial/first save to avoid taking 2d6 points of 
  Constitution damage.  Fire destroys yellow mold, and 
  sunlight renders it dormant. 
  All APLs (EL 6) 
  � Yellow Mold:  see DMG, page 76. 
  Treasure: If the PCs search under the carrion crawlers, 
  they find a brooch of shielding, which was accidentally 
  dropped here by the underground denizens that killed 
  these creatures.  Searching the carrion crawlers requires 
  the PCs to disturb the yellow mold with the effects listed 
  above taking place. 
  Nothing else of interest lies within the cave and there are 
  no other tunnels or passages leading into this area. 
  Encounter Six: Monstrous 
  Centipedes 
  Heading down the center tunnel, you find that it 
  swerves and sways back and forth.  During your trek, 
  you find several small side tunnels and passageways 
  that you discover are empty upon investigation. 
  After two hours, you finally come upon a large 
  underground cave.  As you peer inside the cave, you 
  see several monstrous centipedes climbing about the 
  ULP4-01 Even Further Downward Still 
   
  Page 8 
  
  room.  They seem to have noticed your presence as 
  they are heading in your direction. 
  The monstrous centipedes attack the first creature they 
  can sense.  They fight until death. 
  APL 4 (EL 6) 
  � Huge Monstrous Centipedes (4): hp 41 each; see 
  Monster Manual. 
  APL 6 (EL 8) 
  � Gargantuan Monstrous Centipedes (2): hp 81 each; 
  see Monster Manual. 
  APL 8 (EL 10) 
  � Gargantuan Monstrous Centipedes (4): hp 81 each; 
  see Monster Manual. 
  APL 10 (EL 12) 
  � Colossal Monstrous Centipedes (3): hp 162 each; see 
  Monster Manual. 
  APL 12 (EL 14) 
  � Colossal Monstrous Centipedes (6): hp 162 each; see 
  Monster Manual. 
  Treasure: If the PC cut open the centipedes and Search 
  (DC 15) their insides, they find that one of them has a 
  partial skeletal medium-sized humanoid arm inside of it.  
  On the ring finger of the skeletal hand is a ring of 
  swimming, improved. 
  Nothing else of interest lies within the cave and there are 
  no other tunnels or passages leading into this area. 
  Encounter Seven: Obstacles 
  Heading down the center tunnel, you find that it 
  curves slightly back and forth.  During your trek, you 
  find several small side tunnels and passageways that 
  you discover are empty upon investigation. 
  An hour has passed and you continue onward. 
  At this point, the PCs encounter five natural obstacles 
  that they must bypass to continue their mission.  They 
  have been broken down into sub-encounters for ease of 
  running.  Once the PCs have successfully bypassed one 
  of the natural obstacles, continue with the next one until 
  have five have been bypassed. 
  Please ensure the PCs take the appropriate armor check 
  penalty into effect when making any skill check. 
  Hole in the Ground 
  The first natural obstacle the PCs face is a large hole in 
  the ground that covers the entire width of the tunnel.  
  There is forty feet for the PC to get a running jump.  The 
  length and depth of the hole is dependent on the APL. 
  The PCs can use a variety of ways to safely get to the 
  other side including jumping (requires a successful Jump 
  check), the use of spells (such as fly, jump, levitate, etc.) 
  or various wondrous items (such as slippers of spider 
  climbing, boots of flying, etc.).  Those PCs who attempt 
  to jump across it must make a running Jump check (DC 
  noted below).  Those who fail the check by 5 or less, don't 
  clear the distance but can make a Reflex save (DC 15) to 
  grab on the edge of the hole.  Getting up then requires a 
  successful Climb check (DC 15).  See the table below for 
  details on the hole's length, Jump DC and hole's depth: 
  APL 
  Length of 
  hole 
  Jump DC 
  Depth of 
  Hole 
  4 
  10 feet 
  10 
  10 feet 
  (1d6) 
  6 
  15 feet 
  15 
  20 feet 
  (2d6) 
  8 
  20 feet 
  20 
  30 feet 
  (3d6) 
  10 
  25 feet 
  25 
  40 feet 
  (4d6) 
  12 
  30 feet 
  30 
  50 feet 
  (5d6) 
  Narrow Ledge 
  An hour later, the PCs encounter the second natural 
  obstacle, a narrow ledge.  The ninety-foot long narrow 
  ledge (width dependent on APL) is a good distance 
  (amount dependent on APL) from the ground below.  
  The PCs can use a variety of ways to safely get to the 
  other side including walking on the narrow ledge 
  (requires a successful Balance check), the use of spells 
  (such as fly, levitate, etc.) or various wondrous items 
  (such as slippers of spider climbing, boots of flying, etc.).  
  Those PCs who attempt to walk across it must make one 
  (or more) successful Balance checks (DC noted below).  
  Those who fail the check by 5 or more fall.  Those who 
  fail by 4 or less cannot move for one round.  If any PC 
  does fall to the ground and survive, they can easily walk 
  to the tunnel they are attempting to continue down.  See 
  the table below for details on the ledge width, modifiers, 
  Balance check DC and fall distance: 
  ULP4-01 Even Further Downward Still 
   
  Page 9 
  
  APL 
  Ledge 
  Width 
  Modifiers 
  Balance 
  DC 
  Fall 
  Distance 
  4 
  7-12 
  inches 
  Lightly 
  obstructed; 
  Sloped 
  14 
  20 feet 
  (2d6) 
  6 
  2-6 
  inches 
  Lightly 
  obstructed; 
  Sloped 
  19 
  40 feet 
  (4d6) 
  8 
  2-6 
  inches 
  Severely 
  obstructed; 
  Sloped 
  22 
  60 feet 
  (6d6) 
  10 
  Less 
  than 2 
  inches 
  Lightly 
  obstructed; 
  Sloped 
  24 
  80 feet 
  (8d6) 
  12 
  Less 
  than 2 
  inches 
  Severely 
  obstructed; 
  Sloped 
  27 
  100 feet 
  (10d6) 
  Underground Stream 
  An hour after the second obstacle (two hours from the 
  first obstacle), the PCs encounter a third natural obstacle, 
  an underground stream.  The distance across the stream 
  is dependent on APL. 
  The stream is clear, non-poisonous and contains no 
  harmful or dangerous creatures within it but is ten feet 
  deep.  The PCs can use a variety of ways to safely get to 
  the other side including jumping (requires a successful 
  Jump check), swimming (requires a successful Swim 
  check), the use of spells (such as fly, levitate, etc.) or 
  various wondrous items (such as boots of flying, wings of 
  flying, etc.). 
  Those PCs who attempt to jump across the stream must 
  make a successful Jump check (DC noted below).  Those 
  who fail the check fall into the stream and are thus forced 
  to try and swim across.  Those PCs who attempt to swim 
  across the calm stream must make one (or more) 
  successful Swim checks (DC 10).  Those who fail the 
  check by 4 or less make no progress.  Those who fail the 
  check by 5 or more go underwater.  See the table below 
  for details on the stream's width and Jump DC: 
  APL 
  Width of stream 
  Jump DC 
  4 
  10 feet 
  10 
  6 
  15 feet 
  15 
  8 
  20 feet 
  20 
  10 
  25 feet 
  25 
  12 
  30 feet 
  30 
  Underground Cliff 
  An hour after the third obstacle (three hours from the 
  first obstacle), the PCs encounter yet another natural 
  obstacle, an underground cliff.  They must get from the 
  top if it to the bottom.  The height of the cliff is 
  dependent on APL. 
  The PCs can use a variety of ways to safely get from the 
  top of the cliff to the bottom of the cliff including 
  climbing down (requires a successful Climb check), the 
  use of spells (such as fly, levitate, etc.) or various 
  wondrous items (such as slippers of spider climbing, 
  boots of flying, etc.). 
  Those PCs who attempt to climb down the cliff must 
  make one (or more) successful Climb checks (the 
  surfaces vary by APL so the DC is noted below).  Those 
  who fail the check by 4 or less make no progress.  Those 
  who fail the check by 5 or more fall from whatever height 
  they last attained (which would reduce the damage listed 
  below by 1d6 for each 10 feet lower they fall from).  See 
  the table below for details on the cliff's height and Climb 
  DC: 
  APL 
  Height of cliff 
  Climb DC 
  4 
  40 feet (4d6) 
  10 
  6 
  60 feet (6d6) 
  15 
  8 
  80 feet (8d6) 
  20 
  10 
  100 feet (10d6) 
  25 
  12 
  120 feet (12d6) 
  25 
  Stone Bridge 
  An hour after the fourth obstacle (four hours from the 
  first obstacle), the PCs encounter the last of five natural 
  obstacles, a natural narrow stone bridge.  They must get 
  from the beginning to the end of it.  The downward 
  sloping bridge goes for one hundred feet before it bends 
  at a thirty degree and extends for another fifty feet.  The 
  distance to the ground below is dependent on APL. 
  The PCs can use a variety of ways to safely get from the 
  beginning of the stone bridge to the bottom of it, 
  including walking down (requires a successful Balance 
  check), the use of spells (such as fly, levitate, etc.) or 
  various wondrous items (such as slippers of spider 
  climbing, boots of flying, etc.).  Those PCs who attempt 
  to walk across it must make one (or more) successful 
  Balance checks (DC noted below).  Those who fail the 
  check by 5 or more fall.  Those who fail by 4 or less 
  cannot move for one round.  See the table below for 
  details on the stone bridge's width, modifiers, Balance 
  check DC and fall distance: 
  ULP4-01 Even Further Downward Still 
   
  Page 10 
  
  APL 
  Width 
  Modifiers 
  Balance 
  DC 
  Fall 
  Distance 
  4 
  7-12 
  inches 
  Lightly 
  Slippery; 
  Sloped 
  14 
  60 feet 
  (6d6) 
  6 
  7-12 
  inches 
  Lightly 
  Slippery; 
  Sloped 
  14 
  80 feet 
  (8d6) 
  8 
  7-12 
  inches 
  Lightly 
  Slippery; 
  Sloped 
  14 
  100 feet 
  (10d6) 
  10 
  2-6 
  inches 
  Lightly 
  Slippery; 
  Sloped 
  19 
  150 feet 
  (15d6) 
  12 
  2-6 
  inches 
  Lightly 
  Slippery; 
  Sloped 
  19 
  200 feet 
  (20d6) 
  After this fifth and last natural obstacle, continue with 
  the next encounter. 
  Encounter Eight: Melavelonce 
  Having dealt with the latest of the natural obstacles, 
  you take a moment to catch your breath before 
  heading onward. 
  As you are just about to head off again, you suddenly 
  hear a strange, but to some familiar, voice fill your 
  head.  "Greetings surface dwellers.  Please do not be 
  alarmed." 
  NOTE: This is intended to be a role-play encounter.  
  Combat should only occur if provoked by the PCs. 
  The voice comes from Melavelonce, a mind flayer who 
  dwells in a nearby underground area.  He is dreadfully 
  mysterious but non-confrontational.  The increasing 
  derro presence has brought trouble to his society.  Thus, 
  he is willing give aid to the PCs as such aid could slightly 
  disrupt the derro's plans for a short time.  In 
  Melavelonce's mind, even a slight disruption is good 
  especially when it comes at little trouble or danger to 
  him. 
  However, this aid only comes if the PCs are willing to 
  agree to owe Melavelonce a future favor (PCs earn Debt 
  to Melavelonce, see the Treasure Summary).  Thus by the 
  end of this event, the PCs may own Melavelonce two 
  such events; the other coming from ULP3-03 Even 
  Further Downward.  Melavelonce does not know when 
  these favors will be collected so details cannot be given.  
  He knows the PCs are seeking a rare purplish-fluorescent 
  moss that is needed to manufacture a Derro poison 
  antidote due to the high Derro activity on the surface. 
  If the agreement is made, he informs the PCs that the 
  rare purplish-fluorescent moss they seek can be found in 
  a myconid colony about six hours travel from here.  
  Before providing directions, he insists that the PCs do 
  not interfere with the myconid colony in any way.  They 
  should merely go there, collect the moss and quickly 
  leave.  If they agree to this, Melavelonce then provides 
  the PCs with detailed directions on how to get there.  He 
  informs the PCs that the trek there will be rough and 
  they should be on the lookout for anything. 
  If the PCs as a whole refuse to make the agreement 
  (exchange of favors) but do not attack, he bids them 
  farewell.  Allow them to either return to the surface or, if 
  they wish to head further onward, have them aimlessly 
  wander about the tunnels.  Also, the PCs have a 30% 
  chance to have a random encounter with some carrion 
  crawlers (as per Encounter Three) every hour they spend 
  continuing down various tunnels. 
  If the PCs attack Melavelonce and/or his grimlock 
  companions, Melavelonce uses various enchantment 
  spells or his mind blast to control the PCs while the 
  grimlocks viciously attack.  Once all the PCs have been 
  killed or contained, they are eaten; the brains by 
  Melavelonce and the bodies by the grimlocks, Grimstone 
  and Brittlelock.  If the PCs miraculously outfight their 
  opponents, Melavelonce will flee before being defeated 
  (PCs earn Enmity of Melavelonce, see the Treasure 
  Summary). 
  Melavelonce does not try to provoke the PCs into 
  attacking him.  Their demise will do little to help his 
  cause.  However, he does find enjoyment in spooking the 
  PCs. 
  Melavelonce is currently invisible, due to the use of an 
  greater invisibility spell, to avoid a potential conflict with 
  the PCs who may have already encountered a hostile 
  mind flayer (also called illithid) in the past.  He will not 
  show himself unless the PCs make the agreement to owe 
  him a favor (a debt) later on in exchange for the location 
  of the moss and they request it of him.  Otherwise, he 
  simply keeps invisible and the PCs will learn the full 
  details about their new ally in the future. 
  All APLs (EL 22) 
  � Grimstone: Male Grimlock Rng11; hp 108; see 
  Appendix I. 
  � Brittlelock: Male Grimlock Rog8/ShD3; hp 96; see 
  Appendix I. 
  ULP4-01 Even Further Downward Still 
   
  Page 11 
  
  � Melavelonce: Male Mind Flayer Mnk2/Wiz12; hp 
  146; see Appendix I. 
  When the PCs continue onward, continue with the next 
  encounter. 
  Encounter Nine: Basilisks 
  Having made the agreement with Melavelonce, you 
  provide onward following his directions closely. 
   
  As you move further downward into the deep 
  underground you, the tunnel before you meanders 
  somewhat like a river.  After about two hours, you see 
  the tunnel start to widen from ten feet to about 
  twenty feet.  Peering ahead, you see several various 
  stone-like creatures standing motionless. 
  The stone-like creatures are those beings that failed to 
  avoid the petrifying gaze of the basilisk(s) that resides in 
  this area.  The petrified creatures include two derro, three 
  goblins, a carrion crawler, a grimlock and a partially eaten 
  myconid. 
  Once the basilisks are aware of the PCs, they attack until 
  slain, making use of their petrifying gaze attack 
  whenever possible. 
  APL 4 (EL 5) 
  � Basilisks (1): hp 54; see Monster Manual. 
  APL 6 (EL 7) 
  � Basilisks (2): hp 54 each; see Monster Manual. 
  APL 8 (EL 9) 
  � Basilisks (4): hp 54 each; see Monster Manual. 
  APL 10 (EL 11) 
  � Advanced Basilisks (3): hp 135 each; see Appendix I. 
  APL 12 (EL 13) 
  � Advanced Basilisks (3): hp 203 each; see Appendix I. 
  Once the PCs have deal with the basilisk(s), they are free 
  to search the empty lair.  Once they proceed onward, 
  continue with the next encounter. 
  Encounter Ten: Ooze 
  Having dealt with the horrifying basilisks that have 
  the ability to turn a creature to stone with a mere 
  gaze, you progress forward towards the myconid 
  colony that Melavelonce informed you about. 
  After a period of time, the tunnel widens out to 
  around twenty feet wide. 
  Two hours pass before the PCs encounter an ooze (type 
  depends on APL).  The ooze attacks once it notices the 
  PCs and fights until slain. 
  Treasure: Nothing of interest lies within its lair at APL 4 
  and 6.  At higher APLs, one or more items have survived 
  the acid of the black pudding (because they are made of 
  stone/gemstone). 
  APL 4 (EL 3) 
  � Gelatinous Cube (1): hp 54; see Monster Manual. 
  APL 6 (EL 5) 
  � Ochre Jelly (1): hp 72; see Monster Manual. 
  APL 8 (EL 7) 
  � Black Pudding (1): hp 120; see Monster Manual. 
  APL 10 (EL 9) 
  � Advanced Black Pudding (1): hp 158; see Appendix I. 
  APL 12 (EL 12) 
  � Elder Black Pudding (1): hp 285; see Monster 
  Manual. 
  Once the PCs deal with the ooze and proceed onward, 
  continue with the next encounter. 
  Encounter Eleven: Myconid 
  Colony 
  Having survived the five natural obstacles, the 
  basilisks and the ooze, you press onward.  The sites of
  this underground world are magnificent.  The 
  numerous stalactites and stalagmites glisten with 
  water from the surface.  Some of these stalactites and 
  stalagmites are over three feet in diameter.  Others 
  are well over eight feet in height.  Even their colors 
  range from that of dark maroon to that of a dull 
  yellow. 
   
  l
   
  And while the various stalactites and stalagmites are a 
  wonder, the plant life here far exceeds them.  Strange, 
  unfamiliar fungi, mosses, flora and p ants cover 
  portions of the tunnel you traverse down.  Plant life 
  like little purple mushrooms and a bushy dark green 
  moss that grows on the ceiling. 
  ULP4-01 Even Further Downward Still 
   
  Page 12 
  
  Despite all the beautiful sights to gaze upon, you have 
  a mission to complete so you press onward. 
  Two hours since dealing with the ooze, the tunnel 
  leads you into a colossal underground dome of sorts. 
  Peering inside the doom, you see a bountiful fungus 
  farm resides here.  Religiously tending to the fungus 
  are dozens of toadstool-like creatures of small size.  
  Several other tunnels branch off from the doom-like 
  underground area. 
   
  l
   
  l
   
  Patrolling the area are four toadstoo -like creatures of
  medium size.  Your presence quick y falls under their 
  attention as they quietly proceed towards you.  As 
  they intercept you, one of the creatures releases some 
  type of spore into the area.  A moment later, the 
  creature speaks to you, "Who or what has brought you 
  to our home and our tribe?" 
  The toadstool-like creatures are myconids (also called 
  fungus ones).  The four myconids that have approached 
  the PCs are guards (see Appendix II for details on the 
  different types of myconids).  The spores (rapport) they 
  released allow for communication between them to 
  occur.  They do not wish the PCs any harm but are quite 
  protective of their home and tribe.  If the PCs show any 
  signs of aggression, they do not hesitate to use force.  If 
  the PCs insist on combat, send as many myconids as 
  necessary at the PCs to force them to retreat (consider 
  this colony to have an unlimited number of members for 
  this purpose). 
  Those myconids that are tending to the fields are average 
  workers.  They do not approach the PCs unless a fight has 
  broken out. 
  If the PCs inform the myconid guards about 
  Melavelonce, the mind flayer, or the purplish-fluorescent 
  moss they seek, they are asked to follow the guards to 
  speak with the myconid sovereign, the tribe’s leader.  If 
  the PCs agree, continue with the following: 
  Following the mushroom-like guard, you are led to 
  one of the tunnels that is connected to the dome-like 
  underground area.  Upon entering the tunnel, you see 
  a single large toadstool-like creature flanked by ten 
  zombies.  As you saw before, the area is sprayed by 
  some type of spore by the leader.  He then speaks to 
  you, "I see we have visitors from the surface.  What 
  exactly brings you to our tribe and home?" 
  The myconid sovereign awaits the PCs' answer.  It says 
  nothing, only listening, until Melavelonce's name is 
  uttered.  Once this occurs, it sternly listens to what the 
  PCs seek, the purplish-fluorescent moss.  It agrees to give 
  the PCs what they seek.  It then calls several guards in, 
  informs them that the purplish-fluorescent moss should 
  be collected by several workers and then brought to him. 
  While the myconid sovereign waits for the purplish-
  fluorescent moss to be collected and brought to him, he 
  moves towards the PCs and starts to investigate all of 
  their gear save weapons and armor.  If something 
  interests him, he offers a trade for one single potion he 
  has brewed for that item (which will always be of equal or 
  greater value than the potion he offers).  The six potions 
  are (all at 6
  th level caster): 
  ♦ potion of cure serious wounds (900 gp) 
  ♦ potion of delay poison (600 gp)
  ♦ potion of lesser restoration (600 gp) 
  ♦ potion of neutralize poison (900 gp) 
  ♦ potion of remove disease (900 gp) 
  ♦ potion of remove paralysis (600 gp) 
  The myconid sovereign also has a single dose of a special 
  salve (stone salve), which he'll trade (for an item of equal 
  or greater value than the salve) to the PCs if they mention 
  the basilisks from Encounter Nine. 
  The myconid sovereign also allows the PCs to ask any 
  questions they might have.  Possible questions might 
  include: 
  Q - How long have the myconids lived here? 
   
  A - "We've been here for thousands of years, 
  living peacefully beneath the surface." 
  Q - Are you allied with the Principality of Ulek? 
   
  A - "We are not allied with anyone.  We live in 
  peace, only fighting when we need to protect 
  ourselves." 
  Q - What about the Derro? 
   
  A - "They can be found near here but we are safe 
  from them." 
  Q - What are your feelings about surface dwellers? 
   
  A - "We have no ill will towards them unless they 
  have ill will towards us." 
  Q - What do you know about Melavelonce? 
   
  A - "He is one that shall not be trifled with." 
  Q - What ties do you have with Melavelonce? 
   
  A - "He ensures our safety in return for some 
  fungi." 
  ULP4-01 Even Further Downward Still 
   
  Page 13 
  
  The mere mention of Melavelonce's name causes the 
  myconid sovereign some fear as the entire myconid tribe 
  is under the mind flayer's control.  While the 
  Melavelonce treats the myconid tribe kindly, they are 
  required to grow several fungi for the mind flayer's use 
  only.  They are also monitored by several brain golems 
  under Melavelonce's control.  Those myconids that stray 
  from the tight path are dealt with accordingly (as seen in 
  the next encounter). 
  Once the purplish-fluorescent moss has been given to the 
  PCs, the myconid sovereign bids the PCs farewell.  He 
  does not wish for them to influence his people in any 
  way, so he will not allow them to rest here.  Continue 
  with the next encounter. 
  Encounter Twelve: What to Do? 
  Bidding farewell and thanks to the myconid's leader, 
  you make way out of the tunnel and back into the 
  underground dome area.  As you do so, you see a large 
  burly humanoid about eight feet tall and five feet 
  wide, with an oversized brain serving as its entire 
  head, manhandling a young myconid within the 
  fungus fields.  Three other of these creatures stand 
  nearby overseeing the situation. 
  The other myconid workers merely watch in sadness 
  but have not interfered. 
  The burly humanoid is actually a brain golem (as are the 
  others).  They are repressing a young myconid junior 
  worker who has been causing problems recently.  The 
  other myconids have not interfered, as they know that 
  aiding the young myconid junior worker would net them 
  the same result. 
  Before allow each PC to react, have them each make a 
  Sense Motive check (DC 10) and Spot check (DC 5).  
  Those PCs that successfully make the Sense Motive 
  check can tell that the myconids seem to want to 
  interfere but have opted not to.  Those PCs that 
  successfully make the Spot check notice that there are 
  several other brain golems in the nearby area (besides the 
  four mentioned above). 
  The PCs have a decision to make at this time.  Either 
  watch the young myconid junior worker hauled off by 
  the four brain golems or interfere.  If they choose the 
  latter, the myconids attempt to stop the PCs knowing 
  that attacking the brain golems or trying to free the 
  young myconid junior worker could earn them the 
  wraith of Melavelonce. 
  If the PCs do nothing, continue with the next encounter. 
   If they defeat the four brain golems, continue with the 
  next encounter but make note that Melavelonce will 
  attack them when he sees them.  The other brain golems 
  the PCs might have noticed (as noted above) do not 
  interfere even if the PCs attack the four they first notice. 
  All APLs (EL 14) 
  � Brain Golems (4): hp 113 each; see Appendix I. 
  Encounter Thirteen: 
  Melavelonce Again 
  With the rare purplish-fluorescent moss needed to 
  continue manufacturing Derro poison antidote, you 
  make your way back to the surface. 
  As you continue on, you suddenly hear a strange, but 
  familiar, voice fill your head.  "Greetings surface 
  dwellers.  Hopefully, all wen  well?" 
  t
  The voice comes from Melavelonce, a mind flayer who 
  the PCs dealt with before.  If the PCs made the 
  agreement with Melavelonce before (as seen in 
  Encounter Eight) but did not fight with the brain golems 
  (in Encounter Twelve), he simply asks them if the got the 
  rare purplish-fluorescent moss needed to continue 
  manufacturing Derro poison antidote and then bids them 
  farewell.  If the PCs made the agreement with 
  Melavelonce before (as seen in Encounter Eight) but did 
  fight with the brain golems (in Encounter Twelve), he 
  and his two grimlock companions attack the PCs.  If the 
  PCs did not make the agreement with Melavelonce but 
  somehow managed to locate the Myconid colony via 
  divination spells and gathered some of the rare purplish-
  fluorescent moss needed to continue manufacturing 
  Derro poison antidote, Melavelonce and his two 
  grimlock companions attack the PCs. 
  If the PCs miraculously outfight their opponents, 
  Melavelonce will flee before being defeated (PCs earn 
  Enmity of Melavelonce, see the Treasure Summary).  If 
  the PCs manage to get past/avoid Melavelonce, they also 
  earn his Enmity. 
  All APLs (EL 22) 
  � Grimstone: Male Grimlock Rng11; hp 108; see 
  Appendix I. 
  � Brittlelock: Male Grimlock Rog8/ShD3; hp 96; see 
  Appendix I. 
  � Melavelonce: Male Mind Flayer Mnk2/Wiz12; hp 
  146; see Appendix I. 
  ULP4-01 Even Further Downward Still 
   
  Page 14 
  
  Encounter Fourteen: Trek Back 
  Having dealt with Melavelonce once again, you 
  proceed to the surface and light above. 
  The PCs encounter nothing of interest save the five 
  natural obstacles they bypassed earlier, as seen in 
  Encounter Seven.  Each of the sub-encounters should be 
  run once again but in reverse order.  Once they have 
  dealt with these, continue with the following: 
  Having dealt with the five natural obstacles, once 
  again, you continue your push towards the surface. 
  Once there, you quick y make your way to the village 
  of Treehome to meet with Dimble "Cloak" Beren. 
  l
  Conclusion 
  If the PCs were unsuccessful in retrieving the rare 
  purplish-fluorescent 
  moss 
  needed 
  to 
  continue 
  manufacturing Derro poison antidote, continue with the 
  following: 
  Unfortunately, despite your best efforts, you were 
  unsuccessful 
  in 
  retrieving 
  the 
  rare 
  purplish-
  fluorescent moss needed to continue manufacturing 
  Derro poison antidote.  What lies ahead for the village 
  of Thrutch only time can tell but hopefully someone 
  finds a solution on how to deal with the Derro or 
  thousands of innocent people may meet a terrible 
  fate. 
  If the PCs were successful in retrieving the rare 
  purplish-fluorescent 
  moss 
  needed 
  to 
  continue 
  manufacturing Derro poison antidote, continue with the 
  following: 
  You finally arrive in the village of Treehome and 
  make way to meet with Dimble "Cloak" Beren.  When
  presented with the rare purplish-fluorescent moss 
  needed to continue manufacturing Derro poison 
  antidote, a smile of both relief and glee spreads across 
  Dimble's face.  He thanks you for your assistance in 
  this mission. 
   
  And with that, this adventure ends. 
  If 
  the 
  PCs 
  were 
  successful, 
  they 
  earn 
  the 
  Recommendation for the Mine Rangers (for non-Mine 
  Ranger PCs) or the Commendation from the Mine 
  Rangers (for Mine Ranger PCs). 
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Five 
  Destroy the yellow mold 
   
  All APLs – 180 xp. 
  Encounter Six 
  Defeat the monstrous centipedes 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Encounter Seven 
  Pass through natural obstacles without taking any 
  damage 
   
  All APLs – 60 xp. 
  Encounter Nine 
  Defeat the basilisks 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
  Encounter Ten 
  Defeat the ooze 
   
  APL 4 – 90 xp. 
   
  APL 6 – 150 xp. 
   
  APL 8 – 210 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 360 xp. 
  Encounter Eleven 
  Show no hostility in the myconid village 
   
  APL 4 – 45 xp. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 75 xp. 
   
  APL 10 – 90 xp. 
   
  APL 12 – 105 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 4 – 90 xp. 
   
  APL 6 – 120 xp. 
   
  APL 8 – 150 xp. 
  ULP4-01 Even Further Downward Still 
   
  Page 15 
  
   
  APL 10 – 180 xp. 
   
  APL 12 – 210 xp. 
  Total Possible Experience (Max XP  Allowed) 
   
  APL 4 – 795 xp (675 xp). 
   
  APL 6 – 1,020 xp (900 xp). 
   
  APL 8 – 1,245 xp (1,125 xp). 
   
  APL 10 – 1,470 xp (1,350 xp). 
   
  APL 12 – 1,725 xp (1,575 xp). 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One: 
   
  ALL APLs: L: 2 gp; C: 0 gp; M: elixir of hiding (21 
  gp), elixir of sneaking (21 gp), oil of daylight (63 gp), 
  potion of cure serious wounds (63 gp), potion of jump (4 
  gp), potion of neutralize poison (63 gp). 
  Encounter Five: 
   
  ALL APLs: L: 0 gp; C: 0 gp; M: brooch of shielding 
  (125 gp). 
  Encounter Six: 
   
  ALL APLs: L: 0 gp; C: 0 gp; M: ring of swimming, 
  improved (833 gp). 
  Encounter Ten: 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 0 gp; M: stone of alarm (225 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: stone of alarm (225 gp), 
  gem of brightness (1,083 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: stone of alarm (225 gp), 
  gem of brightness (1,083 gp), figurine of wondrous power 
  – onyx dog (1,292 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 4: L: 2 gp; C: 0 gp; M: 1,193 gp – Total: 1,195 gp 
  (650 gp). 
   
  APL 6: L: 2 gp; C: 0 gp; M: 1,193 gp – Total: 1,195 gp 
  (900 gp). 
   
  APL 8: L: 2 gp; C: 0 gp; M: 1,418 gp – Total: 1,420 gp 
  (1,300 gp). 
   
  APL 10: L: 2 gp; C: 0 gp; M: 2,501 gp – Total: 2,503 gp 
  (2,300 gp). 
   
  APL 12: L: 2 gp; C: 0 gp; M: 3,793 gp – Total: 3,795 gp 
  (3,300 gp). 
  Special 
  � Mine Rangers Commendation 
   
  Dimble “Cloak” Beren has given you his personal 
  commendation for the Mine Rangers, a special 
  organization that serves in the protection and 
  investigation of the mines of the Principality of Ulek.  
  Due to this commendation, the PC has been granted 
  ULP4-01 Even Further Downward Still 
   
  Page 16 
  
  access to purchase one lens of detection (Frequency: 
  Regional). 
  � Recommendation for the Mine Rangers 
   
  Dimble “Cloak” Beren has given you his personal 
  recommendation to join the Mine Rangers, a special 
  organization that serves in the protection and 
  investigation of the mines of the Principality of Ulek.  
  Contact the Principality of Ulek Triad for information on 
  how this recommendation can be used and what other 
  requirements are needed to join the Mine Rangers. 
  � Trade with the Myconids 
   
  You have traded an item of value (equal to or greater 
  in value than the item you receive in trade) to the 
  myconid 
  sovereign 
  for 
  one 
  of 
  the 
  following 
  potions/salves.  Only one potion/salve can be received 
  per PC and all others should be crossed out below. 
  • 
  Potion of Cure Serious Wounds (6
  th level caster, 
  900 gp) 
  • 
  Potion of Delay Poison (6
  th level caster, 600 gp) 
  • 
  Potion of Lesser Restoration (6
  th level caster, 600 
  gp) 
  • 
  Potion of Neutralize Poison (6
  th level caster, 900 
  gp) 
  • 
  Potion of Remove Disease (6
  th level caster, 900 
  gp) 
  • 
  Potion of Remove Paralysis (6
  th level caster, 600 
  gp) 
  • 
  Stone Salve (as per DMG) 
  � Debt to Melavelonce 
   
  This signifies that this PC owes one favor (a debt) to 
  Melavelonce, which can be claimed at Melavelonce's 
  choosing.  The debt will be claimed at a future time. 
  � Enmity of Melavelonce 
   
  This PC attacked or gravely insulted Melavelonce 
  causing Melavelonce and his kind to feel a great enmity. 
  Items for the Adventure Record 
  Item Access 
  APL 4: 
  � Elixir of Hiding (Adventure, DMG) 
  � Elixir of Sneaking (Adventure, DMG) 
  � Oil of Daylight (Adventure, DMG) 
  � Potion of Cure Serious Wounds (Adventure, 
  DMG) 
  � Potion of Neutralize Poison (Adventure, DMG) 
  � Brooch of Shielding (Adventure, DMG) 
  � Ring of Swimming, Improved (Adventure, 
  DMG) 
   
  APL 6 (APL 4 Items plus): 
   
  APL 8 (APL 4, 6 Items plus): 
  � Stone of Alarm (Adventure, DMG) 
   
  APL 10 (APL 4, 6, 8 Items plus): 
  � Gem of Brightness (Adventure, DMG) 
   
  APL 12 (APL 4, 6, 8, 10 Items plus): 
  � Figurine of Wondrous Power, Onyx Dog 
  (Adventure, DMG) 
   
   
   
  ULP4-01 Even Further Downward Still 
   
  Page 17 
  
  Appendix I: NPCs 
  Encounter Eight and Thirteen 
  All APLs 
  Grimstone: Male Grimlock Rng11; CR 12; Medium-Size 
  Monstrous Humanoid; HD 2d8+11d8+39; hp 108; Init +8 
  (Dex, Improved Initiative); Spd 30 ft.; AC 18 (touch 14, 
  flat-footed 14); Atks +18/+13/+8 melee (1d8+6 [crit x3], 
  battleaxe); SA Blindsight 40 ft.; SQ Immunities, scent, 
  favored enemies (1-derro, 2-drow, 3-vermin), Wild 
  empathy, Woodland Stride, Swift Tracker, Evasion; AL 
  NE; SV Fort +10, Ref +14, Will +7; Str 18, Dex 18, Con 16, 
  Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +15, Hide +30, Listen +12, 
  Move Silently +20, Search +11, Spot +12; Combat 
  Reflexes, Dodge, Endurance
  B, Greater Two-Weapon 
  Fighting
  B, Improved Initiative, Improved Two-Weapon 
  Fight
  B, Mobility, Spring Attack, Track
  B, Two-Weapon 
  Fighting
  B. 
   
  Spells Known (2/1; base DC = 11 + spell level): 1
  st – 
  delay poison, pass without trace; 2
  nd – cure light wounds. 
   
  Possessions: masterwork stone battleaxe. 
  Brittlelock: Male Grimlock Rog8/ShD3; CR 12; 
  Medium-Size 
  Monstrous 
  Humanoid; 
  HD 
  2d8+8d6+3d8+39; hp 96; Init +9 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 19 (touch 15, flat-footed 14); 
  Atks +14/+9 melee (1d8+4 [crit x3], battleaxe); SA 
  Blindsight, sneak attack (+4d6); SQ Immunities, scent, 
  trapfinding, evasion, trap sense +2, uncanny dodge, 
  improved uncanny dodge, hide in plain sight, darkvision, 
  shadow illusion, summon shadow; AL NE; SV Fort +6, 
  Ref +17, Will +7; Str 16, Dex 20, Con 16, Int 10, Wis 12, 
  Cha 4. 
   
  Skills and Feats: Balance +13, Climb +11, Hide +31, 
  Jump +13, Listen +12, Move Silently +21, Perform 
  (Dance) +2, Spot +12, Tumble +18; Combat Reflexes, 
  Dodge, Improved Initiative, Mobility, Spring Attack. 
   
  Possessions: masterwork stone battleaxe. 
  Melavelonce: Male Mind Flayer Mnk2/Wiz12; CR 22; 
  Medium-size Aberration; HD 8d8+2d8+12d4+66; hp 146; 
  Init +8 (Dex, Improved Initiative); Spd 30 ft.; AC 21 
  (touch 18, flat-footed 17); Atks +17/+12 melee (1d4, 4 
  tentacles); SA Mind blast (DC 18), psionics, improved 
  grab, extract, flurry of blows, unarmed strike; SQ 
  telepathy 100 ft., evasion; SR 39; AL LE; SV Fort +12, Ref 
  +13, Will +22; Str 10, Dex 18, Con 16, Int 24, Wis 20, Cha 
  18. 
   
  Skills and Feats: Balance +6, Bluff +9, Concentration 
  +32, Decipher Script +19, Diplomacy +7, Hide +12, Jump 
  +2, Intimidate +23, Knowledge (Arcana) +30, Knowledge 
  (Dungeoneering) +20, Knowledge (Nature) +19, Listen 
  +17, Move Silently +12, Sleight of Hands +6, Spellcraft 
  +21, Spot +17, Tumble +17; Brew Potion
  B, Combat 
  Casting, Combat Reflex
  B, Dodge, Greater Spell Focus 
  (Enchantment), Improved Initiative, Mobility, Scribe 
  Scroll
  B, Silent Spell
  B, Spell Focus (Enchantment), 
  Stunning Fist
  B, Weapon Finesse (tentacles). 
   
  Spells Known (4/6/6/6/4/4/3; base DC = 17 
  (enchantment 19) + spell level): 0 – daze, detect magic, 
  detect poison, read magic; 1
  st – charm person, charm 
  person, color spray, hypnotism, mage armor (pre-cast), 
  shield; 2
  nd – blindness/deafness, daze monster, detect 
  thoughts, fox's cunning, glitterdust, touch of idiocy; 3
  rd – 
  arcane 
  sight 
  (pre-cast: 
  11 
  minutes 
  left), 
  clairaudience/clairvoyance (used), deep slumber, dispel 
  magic, nondetection (pre-cast: 11 hours left), suggestion; 
  4th – charm monster, crushing despair, greater 
  invisibility (pre-cast: 11 rounds left), stoneskin (pre-cast: 
  110 minutes left); 5
  th – dominate person, dominate 
  person, feeblemind, mind fog; 6
  th – geas/quest, mass 
  suggestion, true seeing (pre-cast: 11 minutes left). 
   
  Possessions: robe, bone dagger. 
  Encounter Nine 
  APL 10 
  Advanced Basilisk: CR 8; Large Magical Beast; HD 
  12d10+60; hp 135 each; Init -2 (Dex); Spd 20 ft.; AC 16 
  (touch 7, flat-footed 16); Atks +18/+13/+8 melee (2d6+10, 
  bite); Face/Reach 10 ft./10 ft.; SA Petrifying gaze (DC 18); 
  SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +15, 
  Ref +6, Will +7; Str 24, Dex 6, Con 20, Int 2, Wis 12, Cha 
  11. 
   
  Skills and Feats: Hide +2, Listen +10, Spot +10; 
  Ability Focus (Petrifying gaze), Alertness, Blind-Fight, 
  Great Fortitude, Iron Will. 
  APL 12 
  Advanced Basilisk: CR 10; Large Magical Beast; HD 
  18d10+90; hp 203 each; Init +2 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 16 (touch 7, flat-footed 16); Atks 
  +24/+19/+14/+9 melee (3d6+10, bite); Face/Reach 10 
  ft./10 ft.; SA Petrifying gaze (DC 22); SQ Darkvision 60 
  ft., low-light vision; AL N; SV Fort +18, Ref +9, Will +9; 
  Str 24, Dex 6, Con 20, Int 2, Wis 12, Cha 12. 
   
  Skills and Feats: Hide +2, Listen +10, Spot +10; 
  Ability Focus (Petrifying gaze), Alertness, Blind-Fight, 
  Great Fortitude, Improved Initiative, Improved Natural 
  Attack (Bite), Iron Will. 
  ULP4-01 Even Further Downward Still 
   
  Page 18 
  
  Encounter Ten 
  APL 10 
  Advanced Black Pudding: CR 9; Huge Ooze; HD 
  15d10+60; hp 158; Init -5 (Dex); Spd 20 ft., climb 20 ft.; 
  AC 3 (touch 3, flat-footed 3); Atks +12 melee (2d6+4 plus 
  2d6 acid, slam); Face/Reach 15 ft./10 ft.; SA Acid, 
  constrict 2d6+4 plus 2d6 acid, improved grab; SQ 
  Blindsight 60 ft., split, ooze traits; AL N; SV Fort +15, Ref 
  +6, Will +7; Str 17, Dex 1, Con 22, Int --, Wis 1, Cha 1. 
   
  Skills and Feats: Climb +11. 
  Encounter Twelve 
  All APLs (EL 14) 
  Brain Golem: CR 10; Large Construct; HD 12d10+30; hp 
  113 each; Init +0; Spd 20 ft.; AC 17 (touch 9, flat-footed 
  17); Atks +14 melee (2d6+9, slam); Face/Reach 10 ft./10 
  ft.; 
  SA 
  Mind 
  Blast; 
  SQ 
  Construct 
  traits, 
  DR 
  10/adamantine, inertial armor, SR 25; AL LE; SV Fort +4, 
  Ref +4, Will +4; Str 23, Dex 11, Con --, Int 6, Wis 11, Cha 
  8. 
   
  Skills and Feats: Listen +11, Spot +12; Alertness, 
  Cleave, Power Attack, Skill Focus (Listen), Skill Focus 
  (Spot). 
   
  Mind Blast (Su): This attack is a 60-foot cone.  
  Anyone caught in this area must succeed on a Will save 
  (DC 15) or be stunned for 3d4 rounds.  A brain golem can 
  use this ability once per minute. 
   
  Inertial Armor (Su): A brain golems' body is 
  surrounded by a tangible field of force similar to that 
  created by the mage armor spell, granting it a +4 armor 
  bonus to Armor Class.  Unlike mundane armor, inertial 
  armor carriers no armor check penalty, speed reduction, 
  or arcane spell failure chance.  Because it is composed of 
  force, incorporeal creatures can't bypass it the way they 
  do normal armor. 
   
  ULP4-01 Even Further Downward Still 
   
  Page 19 
  
  Appendix II: Myconids 
  MYCONID AS FOUND IN THE MONSTER MANUAL II 
  These intelligent, mobile mushrooms are among the more unusual creatures that live deep below ground.  Myconids 
  (also called fungus ones) are gentle, quiet, shy, and thoughtful.  They always view outsiders with distrust because they 
  assume that all strangers are destructive and violent.  To ensure that they can live in peace, they usually make their 
  homes far from the more commonly traveled subterranean paths. 
  A Myconid can be from 2 to 12 feet tall.  The primary physical characteristics that distinguish it from other giant 
  toadstools are its limbs – the lower half of its trunk is split in half to form two legs, and two arms depend from just 
  below its “cap.”  It also has two eyes in the cap, which are perfectly concealed when it closes them.  Its hands seem to 
  have random numbers of fingers and thumbs.  Occasionally, an individual with more than two arms or legs pops up. 
  A Myconid has a life span of about twenty-four years.  When first spawned, an infant resembles a giant toadstool.  At the 
  age of four, it reaches adulthood and becomes mobile.  Thereafter, it appearance changes very little as it ages. 
  COMBAT 
  The fungus-ones hide from strangers and fight only as a last resort.  When forced into combat, a Myconid releases 
  spores as a ranged attack or uses its slams in melee. 
  Spores (Ex): As a standard action, a Myconid can release a cloud of spores.  These spores come in several different 
  varieties, as described below.  As it enters each new stage of life (increasing its Hit Dice by 1), a Myconid gains a new 
  variety of spore but does not lose access to the previous varieties.  Each type of spore can be used a number of times per 
  day equal to the Myconid’s Hit Dice.  A 3-HD Myconid, for example, has the first three spores (distress, reproduction, 
  and rapport), and it can use each variety three times per day.  Spores can be released either in a 120-foot spread or as a 
  40-foot ray against a single target, as noted in the individual spore descriptions. 
   
  Distress: These spores alert all other Myconids within the area that danger is near.  They are released in a 120-foot 
  spread. 
   
  Reproduction: These spores eventually germinate into new infant Myconids.  They are released as a 120-foot spread 
  and have no detrimental effects on non-Myconids. 
   
  Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each 
  other and with outsiders.  A successful Fortitude saving throw (DC varies; see individual descriptions) negates the 
  effect, but it is harmless.  Rapport lasts for 30 to 60 minutes with outsiders, but for 8 hours with other Myconids.  
  Rapport spores can be released as either a 120-foot spread or a 40-foot ray.  Regardless of the release area, the 
  communication range is 120 feet once rapport is established. 
   
  Pacification: These spores are released as a 40-foot ray.  The target must make a Fortitude saving throw (DC varies; 
  see individual descriptions) or become passive for 1 minute.  Being passive is similar to being dazed, except the target 
  can take partial actions that don’t involve attacking.  This is a mind-affecting compulsion effect. 
   
  Hallucination: These spores are released as a 40-foot ray.  The target must make a Fortitude saving throw (DC 
  varies; see individual descriptions) or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 
  hour. 
   
  Animation: Only the Myconid sovereign has access to these spores.  When released over a dead body, animation 
  spores begin a process that covers the corpse with purple fungus.  After 1d4 days, the corpse reanimates as a servant.  A 
  servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it 
  cannot be turned or otherwise affected as an undead.  Over the course of 1d6 weeks, a Myconid-animated corpse slowly 
  decays.  At the end of that period it simply disintegrates into dust. 
  Plant Traits (Ex): A Myconid is immune to poison, sleep, paralysis, stunning, and polymorphing.  It is not subject to 
  critical hits or mind-affecting effects.  The creature also has low-light vision. 
  ULP4-01 Even Further Downward Still 
   
  Page 20 
  
  JUNIOR WORKERS 
  These youngsters are four to eight years old.  They assist their elders with daily chores and serve as a circle’s first line of 
  defense. 
  Combat 
  Junior workers are ineffective fighters.  They release their spores at the first sign of danger and hide or retreat if 
  threatened.  If forced to fight, they tend to rush a single opponent as a group.  Because a junior worker has a reach of 0 
  feet, it must enter an opponent’s space to make melee attacks. 
   
  Spores (Ex): Junior workers have access only to distress spores. 
  AVERAGE WORKERS 
  These Myconids are eight to twelve years old.  They are the backbone of the community, and they can perform a wide 
  variety of tasks. 
  Combat 
  Average workers are fairly proficient fighters.  If alerted to danger, they usually try to hide and then either attack from 
  ambush or wait until more capable Myconids arrive on the scene.  If such reinforcements are available, the average 
  workers use the aid another action to assist their superiors in combat.  
   
  Spores (Ex): Average workers have access to both distress and reproduction spores. 
  ELDER WORKERS 
  These Myconids are twelve to sixteen years old.  They serve as supervisors for other workers and as shock troops in 
  combat. 
  Combat 
  Elder workers usually spray intruders with rapport spores rather than hiding, as more junior Myconids do.  They are 
  quite willing to communicate rather than take aggressive action.  If forced to fight, they try to eliminate the most 
  formidable-looking foes first. If more capable Myconids join the battle, elder workers use much the same tactics that 
  average workers do. 
   
  Spores (Ex): Elder workers have access to distress and reproduction, and rapport spores (save DC 12 where 
  applicable). 
  GUARD 
  These Myconids are sixteen to twenty years old.  They are charged with the defense of the circle. 
  Combat 
  Guards are fairly aggressive in combat, at least by Myconid standards.  Their preferred attack is their pacification spores, 
  though they can use their slam attacks if forced into melee. 
   
  Spores (Ex): Guards have access to distress and reproduction, rapport, and pacification spores (save DC 14 where 
  applicable). 
  CIRCLE LEADER 
  The Myconids are twenty to twenty-four years old.  As the name suggests, they lead and administer their circles. 
  Combat 
  Circle leaders join battle only if doing so seems necessary to keep their underlings from being slaughtered.  In combat, 
  they use their hallucination spores at the first opportunity.  Like other Myconids, they prefer to avoid melee combat 
  altogether but can use their slams if they must. 
  ULP4-01 Even Further Downward Still 
   
  Page 21 
  
   
  Spores (Ex): Circle leaders have access to distress and reproduction, rapport, pacification, and hallucination spores 
  (save DC 15 where applicable). 
  SOVEREIGN 
  A Myconid sovereign is usually at least twenty-four years old.  It rules over a tribe, advised by the oldest of the circle 
  leaders.  Sovereigns in neighboring areas try to ensure regular communication between tribes, and they occasionally 
  meet to discuss issues that affect multiple tribes. 
  Combat 
  Sovereigns use the same tactics as circle leaders, except that they also usually have a few Myconid-animated zombies, or 
  servants, to order into combat.  If they join combat at all, sovereigns tend to advance on the enemy behind a rank of 
  servants or circle leaders or both. 
   
  Spores (Ex): Sovereigns have access to distress and reproduction, rapport, pacification, hallucination, and 
  animation spores (save DC 15 where applicable). 
   
  Potion Making (Su): Though it is not a spellcaster, a Myconid sovereign can create various potions that mimic 
  cleric and druid spells.  It can duplicate the following effects, each once per day (but only for the purpose of brewing 
  potions): bull’s strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, 
  endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, 
  neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist 
  elements.  Caster level 6
  th; save DC 12+ spell level. 
  MYCONID SOCIETY 
  A circle of Myconids contains equal numbers of 1-HD, 2-HD, 3-HD, 4-HD, and 5-HD individuals.  Each day is rigidly 
  structured into 8 hours of rest, 8 hours of work, (tending fungus farms), and 8 hours of melding into a transcendental, 
  hallucinogenic, group-mind state.  Only Myconid distress spores can break a melding. 
  Myconids grow fungus for food.  A tribe usually maintains several fungus farms, which the workers tend with an almost 
  religious zeal.  These creatures know everything there is to know about fungus, including the optimum conditions for 
  growing each type, and how large a crop a given area might be expected to produce.  Myconids also know how to make 
  various items from fungus.  Most of these, however, are useful only to Myconids. 
  Myconid tribes consist of several circles living in close proximity.  The circles in a tribe usually arrange themselves so 
  that the distress spores from neighboring circles can reach at least one member of another circle in the tribe. 
  A Myconid encountered away from its circle is performing some mission for its superiors.  Such missions usually 
  consist of keeping a lookout for intruders or scavenging for refuse to fertilize the fungus beds.  Should a wandering 
  Myconid chance upon a humanoid body suitable for animation; it takes that back to its circle. 
  The sovereign is the only 6-HD Myconid in a tribe.  This creature organizes the circles, watches over the tribe, protects 
  it from outside influences, animates guardians, and brews potions.  When it dies, the oldest surviving circle leader in 
  the tribe becomes the new sovereign. 
  ULP4-01 Even Further Downward Still 
   
  Page 22 
  
   
   
  Myconid Junior Worker Myconid Average Worker Myconid Elder Worker
   Tiny Plant 
  Small Plant 
  Medium-Size Plant 
  Hit Dice: 
  1d8 (4 hp) 
  2d8+2 (11 hp) 
  3d8+6 (19 hp) 
  Initiative: 
  +2 
  +2 
  +1 
  Speed: 
  20 ft. 
  20 ft. 
  20 ft. 
  AC: 
  14 (+2 size, +2 Dex), touch 14, 
  flat-footed 12 
  13 (+1 size, +2 Dex), touch 13, flat-
  footed 11 
  12 (+1 Dex), touch 11, flat-
  footed 11 
  Attacks 
  2 slams +1 melee 
  2 slams +2 melee 
  2 slams +3 melee, or spores +3 
  ranged touch 
  Damage: 
  Slam 1d4 
  Slam 1d6 
  Slam 1d8+1 
  Space/Reach: 
  2 ½ ft./0 ft. 
  5 ft./5 ft. 
  5 ft./5 ft. 
  Special Attacks: 
  --- 
  --- 
  Spores 
  Special Qualities 
  Plant traits, spores 
  Plant traits, spores 
  Plant traits, spores 
  Saves: 
  Fort +2, Ref +2, Will +1 
  Fort +4, Ref +2, Will +1 
  Fort +4, Ref +2, Will +3 
  Abilities: 
  Str 8, Dex 15, Con 11, Int 9, Wis 
  12, Cha 12 
  Str 11, Dex 14, Con 12, Int 10, 
  Wis 13, Cha 13 
  Str 12, Dex 13, Con 13, Int 10, 
  Wis 15, Cha 14 
  Skills: 
  Knowledge (nature) +0, Listen 
  +3, Profession (farmer) +3, Spot 
  +3, Survival +2 
  Knowledge (nature) +2, Listen +3, 
  Profession (farmer) +5, Sense 
  Motive +3, Spot +3, Survival +3 
  Knowledge (nature) +3, Listen 
  +4, Profession (farmer) +6, 
  Sense Motive +4, Spot +4, 
  Survival +5 
  Feats: 
  Alertness 
  Alertness 
  Alertness, Toughness 
  Climate Terrain: 
  Underground 
  Underground 
  Underground 
  Organization: 
  Solitary, pair, or gangs 
  Solitary, pair, or gangs 
  Solitary, pair, or gangs 
  Challenge Rating: 1/2 
  1 
  2 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Usually lawful neutral 
  Usually lawful neutral 
  Usually lawful neutral 
  Advancement: 
  --- 
  --- 
  --- 
  ULP4-01 Even Further Downward Still 
   
  Page 23 
  
   
   
  Myconid Guard 
  Myconid Circle Leader 
  Myconid Sovereign 
   Medium Size Plant 
  Large Plant 
  Large Plant 
  Hit Dice: 
  4d8+8 (26 hp) 
  5d8+15 (37 hp) 
  6d8+21 (48 hp) 
  Initiative: 
  +1 
  +1 
  +1 
  Speed: 
  20 ft. 
  20 ft. 
  20 ft. 
  AC: 
  12 (+1 Dex, +1 natural), touch 11, 
  flat-footed 11 
  12 (-1 size, +1 Dex, +2 natural), 
  touch 10, flat-footed 11 
  12 (-1 size, +1 Dex, +2 natural), 
  touch 10, flat-footed 11 
  Attacks 
  2 slams +5 melee, or spores +6 
  ranged touch 
  2 slams +5 melee, or spores +6 
  ranged touch 
  2 slams +7 melee, or spores +8 
  ranged touch 
  Damage: 
  Slam 1d8+2 
  Slam 2d6+3 
  Slam 2d8+4 
  Space/Reach: 
  5 ft./5 ft. 
  10 ft./10 ft. 
  10 ft./10 ft. 
  Special Attacks: 
  Spores 
  Spores 
  Spores 
  Special Qualities 
  Plant traits, spores 
  Plant traits, spores 
  Plant traits, potion making, 
  spores 
  Saves: 
  Fort +6, Ref +2, Will +3 
  Fort +7, Ref +2, Will +4 
  Fort +8, Ref +3, Will +5 
  Abilities: 
  Str 14, Dex 12, Con 15, Int 11, 
  Wis 15, Cha 14 
  Str 16, Dex 12, Con 17, Int 11, 
  Wis 16, Cha 15 
  Str 18, Dex 12, Con 17, Int 12, 
  Wis 17, Cha 17 
  Skills: 
  Intimidate 
  +5, 
  Knowledge 
  (nature) +3, Listen +4, Profession 
  (farmer) +6, Sense Motive +4, 
  Spot +4, Survival +4 
  Diplomacy +4, Intimidate +5, 
  Knowledge (nature) +3, Listen +5, 
  Profession (farmer) +7, Sense 
  Motive +6, Survival +6 
  Intimidate 
  +6, 
  Knowledge 
  (nature) 
  +4, 
  Listen 
  +7, 
  Profession 
  (farmer) 
  +8, 
  Profession (herbalist) +7, Sense 
  Motive +6, Spot +7, Survival +6 
  Feats: 
  Alertness, 
  Weapon 
  Focus 
  (spores) 
  Alertness, Weapon Focus (spores) Alertness, Brew Potion (B), 
  Toughness, 
  Weapon 
  Focus 
  (spores) 
  Climate Terrain: 
  Underground 
  Underground 
  Underground 
  Organization: 
  Solitary, pair, or work gang (3-5 
  plus 3-5 workers) 
  Solitary, pair, patrol (3-5) or work 
  gang (3-5 plus 3-5 workers), or 
  circle (4 junior workers plus 
  average workers, elder workers, 
  guards, and elder guards, for a 
  total of 20) 
  Tribe (3-10 circles, plus 1 king 
  and 5-10 zombie servants) 
  Challenge Rating: 
  4 
  6 
  7 
  Treasure: 
  None 
  None 
  No coins, no goods, standard 
  items (potions only) 
  Alignment: 
  Usually lawful neutral 
  Usually lawful neutral 
  Usually lawful neutral 
  Advancement: 
  --- 
  --- 
  7-12 HD (Large); 13-18 HD 
  (Huge) 
   
  ULP4-01 Even Further Downward Still 
   
  Page 24 
  
  Player Handout #1: Note for Mine Ranger PCs 
   
   
  Dear Noted Member of the Mine Rangers, 
   
  Kindly meet me in the Gnomish village of Treehome as 
  quickly as possible.  With recent Derro sightings near the 
  village of Thrutch, it is gravely important that a new source 
  of rare purplish-fluorescent moss be found, as it is a key 
  ingredient for the Derro poison antidote.  With your 
  assistance, we may be able to ensure that we are prepared 
  for anything the Derro have planned. 
   
  Safe trip to you, 
   
   Dimble "Cloak" Beren 
  ULP4-01 Even Further Downward Still 
   
  Page 25 
  
  DM Aids: Maps 
   
  [INSERT MAPS HERE] 
   
   
  ULP4-01 Even Further Downward Still 
   
  Page 26 
  
  STORY SUMMARY 
  for use at HUKANY Con 
   
  Please fill out the following and return the results to Christopher Reed at fltriad@aol.com. 
   
  1. How did the PCs react to Melavelonce, the mind flayer (illithid) in both encounters with him? 
   
  _________________________________________________________ 
  _________________________________________________________ 
   
  _________________________________________________________ 
  _________________________________________________________ 
   
   
  2. Did the PCs make a deal with Melavelonce, the mind flayer (illithid)? 
   
  YES 
  NO 
   
   
  3. How did the PCs react to the myconids? 
   
  _________________________________________________________ 
  _________________________________________________________ 
   
   
  4. Did any PC trade with the myconids for the paste of stone to flesh? 
   
  YES 
  NO 
   
   
  5. Did the PCs attack and/or interfere with the brain golems? 
   
  YES 
  NO 
   
  a) If so, did they defeat Melavelonce, the mind flayer (illithid)? 
   
  YES 
  NO 
   
  ULP4-01 Even Further Downward Still 
   
  Page 27 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/594/Normal Scenarios/ULP4-01 - Even Further Downward Still (APL 4-12)/ULP4-01 - Even Further Downward Still.pdf