TEXT: A disguised human 
  rogue is heading back to 
  Holoth to report to his 
  patron
  Ellion Garett is a young, intuitive survivalist 
  and rogue (possibly a smuggler). He was once 
  considered a good-natured person but Ellion’s 
  efforts to prove his value to the drow have seen 
  him take on a different lifestyle. He will do 
  what he must to ensure that his sister keeps 
  receiving treatment from his drow patron in 
  Holoth.
  Ellion seems pleasant enough, explaining that 
  he is looking for his sister. Bluff +16, Diplomacy 
  +10, Sense Motive +10. A successful Bluff by 
  Ellion means he gives the party 1d2+2 
  misleading pieces of information that direct 
  them towards the drow. A failed DC 20 
  Diplomacy roll does the same.
  The PCs meet an escaped 
  gold dragon in humanoid 
  form. It’s desperate to get 
  away, but is severely injured
  Manthafoyoor, a young or juvenile dragon 
  (based on party level) is currently at 10% of its 
  hit points. If healed, it will try to answer 1d4+2 
  questions about the region, then bless the 
  party before leaving. 2 minutes after it leaves, 
  the party faces another Underworld Encounter 
  card.
  Young: Diplomacy, Heal, Knowledge (local), 
  Sense Motive, all +20 
  Juvenile: Diplomacy, Heal, Knowledge (local), 
  Sense Motive, all +24
  Two rogues (each 7th 
  level) stand by a 
  disguised pit trap, 
  discussing what they might 
  tempt into it
  Flett McGlinn, a spiteful, vengeful human 
  pickpocket who blends in well, has no loyalties 
  to those who abandoned him. He now feels 
  “loved” by a chaotic drow matron whom he 
  spies for. 
  Dex 18, +10 to hit (+1 shortsword), 35 hp, AC 
  17 (+1 leather), mv 30 ft.
  Ilphrar ‘Emerald Seeker' is a quiet, tall, 
  paranoid drow able to hide anywhere. His 
  mother left him on the surface in the care of a 
  passing elven party, afraid he would be killed 
  when born on a full moon.
  Dex 18, +10 to hit (+1 dagger x 3), 28 hp, AC 17 
  (+1 leather), mv 30 ft.
  Both are on the opposite side of the pit trap to 
  the PCs and ﬂee after 2 consecutive rounds of 
  taking damage.
  The party encounters an 
  ogre mage (rogue 4) on 
  an expedition to recover 
  an item
  There is a 25% chance the PCs have the item 
  sought; it can be anything the party has that a 
  CR 12 NPC might want. Otherwise (75%), it is 
  something they either had (50%) or have seen 
  (50%). If they have it, the ogre mage will trade, 
  but use Gather Information and then Bluff, 
  Diplomacy, or Intimidation to make the deal. 
  Choose appropriate items to barter.
  Cha 18, hp 63, Bluff +11, Diplomacy +15, 
  Gather Info +11, Intimidate +13, Sense Motive 
  +10. The ogre will use gaseous form to escape if 
  threatened.
  The party crosses paths 
  with a vengeful dragon 
  trapped in humanoid 
  form, heading to Holoth
  Ncaurgi (a young adult copper dragon) 
  returned from hunting to ﬁnd her treasure 
  gone through a hole in the ﬂoor of her cave. 
  Following the tunnel down, she fell foul of a 
  curse before emerging near Holoth, and 
  assumes her treasure is there. A DC 25 
  Diplomacy check convinces her that while it 
  may be the drow, she would be slaughtered 
  outright if she attacked on her own. A promise 
  to return her personal items (GM’s choice, 
  Sense Motive +23) means she will “decant” 3 
  vials of acid (Fort DC 21 or 1d6+5 damage) and 
  2 vials of slow gas (Fort DC 21 or slowed for 
  1d6+5 rounds) that can be used as missile 
  affecting a 5x5 area with no splash effect.
  The PCs ﬁnd a disguised 
  devil that has LN views, 
  and isn’t always 
  aggressive
  The PCs meet Desgrazzich, a gelugon on a 
  pilgrimage from the icy wastes of a plane of 
  HEL under the northern hills of the 
  Upperworld. It has had an epiphany during the 
  quest, thanks to time spent in a monastery 
  where it gained experience as a monk, and is 
  contemplating turning from its more evil ways. 
  As such it desires to speak with non­Lawful 
  Evil creatures at length about myriad topics. If 
  treated fairly, (Diplomacy DC 22) Desgrazzich 
  will be able to answer 1d4+2 vital questions the 
  PCs wish to ask about the Underworld.                  
  Desgrazzich (LE gelugon monk 3): 
  Diplomacy +15, Knowledge (religion)+29, 
  Knowledge (the planes) +29, Perform (sing 
  [chant]) +11, Sense           Motive +29
  
  From around a dark 
  corner, a troop of drow 
  rebels appears. The 
  members could do with a 
  boost
  This small band of nine drow (8 are warrrior 2) 
  lost their leader and four members in a recent 
  skirmish with Holoth­loyal dark elves. They 
  are distraught at the loss and the ranking 
  ofﬁcer (a youngster named Izzdar, warrior 4) 
  is unsure of what to do next.
  Either a DC 20 Diplomacy/Bluff check or a use 
  of inspire courage will give Izzdar the ability 
  to lead the remaining rebels, Any additional 
  magical weapons, items, or support the PCs 
  provide to the rebels grants a +2 bonus to the 
  Diplomacy/Bluff check.
  Two drow mounted on 
  cloakers attack the party
  The drow are intoxicated on an unknown 
  fungal agent and this has led them to 
  overconﬁdence. These are drow rangers 3 (hp 
  20, longbow +5 (1d8); AC 16) but due to their 
  condition, they have a ­2 penalty to hit. 
  Additionally, the cloakers are wary of getting 
  too close and will turn and ﬂee at the slightest 
  damage.
  An ancient pit trap drops 
  the PCs with an equal 
  chance into a basement, a 
  crevasse, a ruin, a tomb, or 
  a vault.
  PIT TRAP CR 1
  Type mechanical;
  Perception DC 20; Disable Device DC 20 
  Trigger location; Reset manual
  Effect 20­ft.­deep pit (2d6 falling damage); DC 
  20 Reﬂex avoids; multiple targets (all targets 
  in a 10­ft.­square area) 
  1. Smugglers’ storage basement
  2. Narrow crevasse that expands after 30 ft 
  3. Ruined lair
  4. Tomb of an ahool
  5. Vault without an entrance that holds a
  chest containing 5,000 cp and a brooch of 
  shielding that will absorb 2 points of damage 
  from magic missiles before it melts and 
  becomes useless.
  The PCs bump into a 
  drow party with a 
  “freakshow” of a LG 
  human paladin, and a LN 
  half-elf wizard
  Zaccheus Rosethorn “The Just” is an idealistic, 
  short­haired paladin and holy bounty hunter. 
  He has spent years hunting down enemies of 
  the church and bringing them to justice. 
  Zaccheus’ sister has been abducted by 
  Underworld slavers and he is trying to rescue 
  her.
  Shanadar Barshenkas (half­drow sorcerer) is 
  tall and sullen­looking. His mother was 
  assaulted by drow during an attack on his 
  village; he was the result. Shanadar hates drow 
  with a passion, and wants revenge on them for 
  attacking
  his mother.
  The stats for both can be as required. The drow 
  ﬂee after 1 round of combat.
  A drow slave capture 
  team with 4 and “room 
  for more” rounds a 
  corner in front of the PCs
  A team of 6 ﬁghters pulls a wagon holding 4 
  slaves. The rogue gangmaster is looking to add 
  to it, gaining more prestige and money for 
  themselves. The wagon will hold six in total. An 
  opposed Bluff check with a ­10 penalty (Sense 
  Motive +6) will convince the slavers that the 
  PCs are spies for Holoth. A DC 17 Intimidate 
  check will make the slavers move on from the 
  PCs. The drow will not give up the slaves 
  without a ﬁght.
  Rogue 8, hp 40, Dex 18, dagger +2, +12/+7 to 
  hit, AC 17; Fighter 5, hp 35, Str 17, longsword 
  +1, +9 to hit, AC 15.
  By a fresh pool, a 
  merchant sells ragged 
  items. A tired-looking 
  drow who has been 
  banished from Holoth for his 
  beliefs, he does have something 
  useful/needed
  Vasilio “Greeneye” Garoo is a merchant, 
  woodworker and wizard of average 
  appearance. He is contemplative but keen, with 
  light brown eyes (although one of them looks 
  greenish at times). Highly intelligent, he seems 
  to know what others will say before they do. 
  While this makes him an excellent merchant, 
  he is “tired of gold” and will accept information 
  or the “chance to explore” for his goods.
  Garoo has a range of mundane items as the GM 
  requires; everything sells for twice its 
  Upperworld price. He also has a medallion of 
  thoughts. He casts ﬂy before any encounter, 
  ﬂying off if attacked
  
  The party comes face-to-
  face with an assault 
  troop of 5 drow heading 
  for Embla. Killing the leader 
  scatters the rest
  One of numerous "Omega squads" used by 
  House Gullion, this group is made of members 
  of allied houses that are deemed expendable. 4 
  male drow (rogue 3/ﬁghter 4) are lead by 
  Balimar (cleric 10), the only one to have 
  previously seen combat outside of Holoth. 
  Killing her will cause the rest to panic and ﬂee.
  Use relevant stats from the main adventure for 
  these NPCs
  The party meets an 
  enthusiastic but 
  unpredictable dwarven 
  former general who needs 
  inspiration
  Chisslegrog—warrior, former general and 
  adventurer—enjoys helping Emblans, but is 
  unaﬁlliated. He is one of few dwarves openly 
  given to melancholy. Chisslegrog liberated his 
  homeland through war as a prized leader, only 
  to see it succumb to civil strife a few years 
  later. Having lost his fathers (plural), he now 
  often wanders alone, looking for a ﬁtting end. 
  Happy to lead others, but keeps an emotional 
  distance. Ready to help those in need and die 
  for a great enough cause, but not easily pried 
  fromdrink. His melancholy stops him from all 
  actions for 5 minutes (1% cumulative chance 
  per minute)
  Warrior 12, hp 109, Str 17, Con 18, AC 18, 
  Urgrosh +2
  The party ﬁnds an 
  injured drow assassin 
  returning from a job. It is 
  unclear which side she is on
  Sakashrr Uss ‘The Shunned’ is a shy rogue­
  assassin that appears as a female drow (though 
  she was cursed upon birth to have the features 
  and skin color of a surface elf, she disguises 
  herself).
  She ﬁnds a way to get close to a member of the 
  adventuring party—man or woman—and if they 
  show a keen interest in her, Sakashrr will see it 
  as a gauge of love and will try to kidnap him/
  her and then bring death to them both so that 
  they can share their eternal love together.
  Rogue 5/Assassin 5, Dex 20, 45 hp, AC 20 
  (leather +3; cursed to non­evil characters, acts 
  as leather ­3), 2 daggers +2, +13 to hit (one 
  dagger is an evil wounding weapon)
  A procession of a 
  mummy lord and his 
  guardians slowly and 
  silently passes the party, 
  stepping to one side out of the 
  PCs way. The undead bow in 
  acknowledgement
  Kafele has lived for many centuries and has 
  never grown tired of watching mortals kill each 
  other. He and his ﬁve guardians (mummies: 60 
  hp, slam +14 1d8+10 plus mummy rot: DC 16, 
  AC 20) are planning to stay and watch the fun.
  If spoken to politely, a DC 15 Diplomacy check 
  convinces Kafele that the PCs mean him no 
  harm and are simply passing through. He 
  offers the PCs a blessing. Kafele will not engage 
  in combat, but if offended, his guardians attack 
  the party.
  The party ﬁnds the camp 
  of a drow bard with a 
  collection of rare 
  mushrooms
  Cathiel Alnaiis (an outcast drow bard 6/rogue 
  1) is ﬂamboyant, agile, and mischievous, but 
  honorable. He loves festivals and is always in 
  the mood for a party. Cathiel’s wild ways 
  earned him scorn and the drow cast him out, 
  which did not cause him concern, as he felt 
  they were stuck in their old strict ways. Has a 
  strong sense of honor and fairness and will do 
  whatever he feels is right, despite any legal 
  niceties—his word is his bond.
  Some of his mushrooms make for splendid 
  potions He will trade (but not sell) them for 
  items he has never seen before after a 
  successful DC 15 Diplomacy/Bluff check. The 
  GM can choose his current stock.
  As the PCs head towards 
  Holoth, they come across 
  an internal house ﬁght 
  over prisoners
  House Gullion members Susarra and Veszatar 
  are arguing over where to take the slaves; 
  Susarra says back to Holoth, while Vaszatar 
  wants to sell them at the nearest slave market 
  to line his own pockets. Members of the slavers 
  loyal to each side are now ﬁghting for 
  dominance.
  If the PCs can make a Move Silently/ Stealth 
  DC 20 check, they can unlock the slave wagon 
  with an Open Lock/Disable Device DC 20 check 
  and lead the slaves away under the cover of 
  battle. There are over 20 slavers involved in 
  the ﬁght, and they will band together to swarm 
  the PCs, their differences momentarily 
  forgotten. Use appropriate stats from the main 
  adventure as required.
  
  The PCs encounter 12 
  humans released as bait 
  for a hunting party
  Duncan Lomas (rogue 2/ﬁghter 5) is a world­
  weary loner by inclination, but a loyal leader 
  by circumstance. He ﬂed the surface world to 
  avoid a bloody confrontation with a beloved 
  friend. Now leading a collective of slaves while 
  being hunted by drow, Duncan feels compelled 
  to protect his “troops” as best he can.
  Protecting a group of 11 near­naked, starving 
  refugees, Duncan is of course wary, and it takes 
  a Diplomacy DC 20 check for him to accept aid. 
  This becomes DC 18 if food is offered, DC 15 if 
  equipment is offered, and DC 12 if both. In 
  return, Duncan will draw the party a map of 
  some local tunnels and mark any known drow 
  posts on it.
  A gargantuan, web-
  spinning spider and its 
  rider appear from high 
  above the party and snatch a 
  useful PC/item/NPC
  An Underworld hunter (drow ranger 8) and his 
  arachnid animal companion attempt to kidnap 
  one of the PCs, a prized magic item or an NPC 
  important to the party as the adventurers rest.
  Use the stats for a gargantuan monstrous 
  spider. The drow will use magic to disappear 
  with the item/person after the ﬁrst attack 
  round on either it or the spider,. A PC gets an 
  Escape Artist DC 20 save to escape the webbing 
  that binds her or ﬁnd herself in Holoth. The 
  spider will ﬁght to the death, targeting anyone 
  who attempts to use magic to follow the rider.
  A pack of 8 wild ﬁre 
  lizards rushes towards 
  the PCs
  A clutch of the reptiles had been rustled from 
  their nest near a lava vent, but they escaped 
  and are now voraciously hungry. The ﬁre 
  lizards attack the PCs, ﬁghting to the death to 
  defend their new territory.
  Use the stats for monitor lizards, but add 2d6 
  ﬁre damage for each successful bite attack. 
  Each creature is CR 3/EL 3.
  The party is surprised by 
  a demon
  Roll 1d4 to determine the role of this outsider. 
  Its CR is equal to the party’s average level +2  .
  1. a visitor
  2. an escaped prisoner
  3. 3. a summoned creature
  4. 4. an ambassador
  The creature, amazingly, isn’t immediately 
  hostile. It turns out it has be humiliated by a 
  very senior matron in Holoth and left 
  permanently confused. How the PCs discover 
  this is left to them. Whether it becomes a 
  rather strange ally is also up to them.
  Coming towards the PCs 
  is a gang of undead and 
  its wizard overseer
  Asthalas (drow wizard 8) is short and thin for 
  a dark elf, with jet black skin, and oily hair that 
  does not make him attractive. Quiet, extreme 
  discretion is what keeps him alive (though he 
  is not wise, but rather very smart). Asthalas is 
  always trying to gain a personal advantage and 
  will betray anyone if he can beneﬁt. He feels 
  deep disdain for those weaker than him, fears 
  those stronger, and is envious of all. A coward, 
  he dreams of the power to enslave those that 
  look down on him. A subtle manipulator, most 
  consider him a mediocre wizard—those that 
  know better are either dead or ran far away.
  All spells are necromancy, none used; has a 
  gang of 4 ettin skeletons.
  A troll hunter asks the 
  party for assistance
  Hizzgarth (CN troll ranger 3) is an 
  accomplished explorer of the Underworld. A 
  drow patrol that ran across the gigantic hunter 
  managed to ﬂee and has returned in force, 
  overwhelming him with their numbers. If the 
  PCs agree to help him, Hizzgarth will reward 
  them with 1d4+1 potions of cure critical 
  wounds and 1d4+1 facts about the area’s 
  hazards.
  Str 24, 98 hp, 2 points off each single­digit 
  skill, 3 points off each double digit skill ­ use 
  template from main adventure.
  
  A half-drow on a ﬂying 
  carpet is being pursued 
  by a ﬂock of 8 cockatrices 
  – she is possibly “hit” by 
  one just as she is over a ravine
  Dreseinia Forlorna (female half­drow; wizard 
  3/rogue 3) is a ruthless, exotic, cunning 
  mercenary. A renegade, she has allied with a 
  wing of gargoyles that established a lair in a 
  nearby chasm and river crossing. She has a 
  large carpet of ﬂying that she uses to ferry 
  passengers (good and evil alike) across the 
  chasm for a “fair” price; coin, magic, 
  information.
  Dex 15, Int 16, 23 hp, full spell compliment 
  when ﬁrst encountered, allied with 5 gargoyles.
  A pair of dweorg ﬁghters 
  ﬂee from 8 drow 
  aggressors
  Two dwarven brothers (dweorg ﬁghter 4) have 
  managed to escape a dark elven ambush, but 
  their pursuers are not far behind. The two 
  promise to accompany the party up to the 
  gates of the city (or the Spider Temple if the 
  PCs are already within) if the adventurers 
  agree to help them escape.
  The eight drow ﬁghters following them will ﬂee 
  when reduced to 1⁄2 their hit points (hp 30, 
  longsword +5 (1d8+2), AC 18).
  Two drow lock swords in 
  the middle of the path
  Raithare is a drow warrior 10 and master of 
  heavy, metal blades, but is otherwise regular in 
  all facets. He tends to follow and protect any 
  newcomers that he feels are on a good path. In 
  turn, he is liked and defended by those he 
  watches.
  Str 18, 55 hp, AC 18, 2­bladed sword +1
  Elendris Kersparr is a muscular, stubborn, 
  rude drow ﬁghter 9, veteran of many combats. 
  He once served in the army, and knows the way 
  of the sword. Injuries led him to take up the 
  trade of a weaponsmith ­ his reputation and 
  ﬁne craftsmanship soon allowed Elendris to 
  expand into tools of joy and torture for richer 
  citizens.
  Str 17, 58 hp, AC 17, greatsword +1
  A captured skildpadder 
  and a drow controller 
  prowl silently through the 
  caves
  Valtherius (drow ranger 8) experienced a 
  patrol being broken up by skildpadders and 
  vowed revenge; he stalked the trainer and 
  mount to their home, killing the dweorg and 
  using some recovered scrolls to keep the body 
  from decaying as he used it to trick the beast 
  into accepting him as a new master.
  Now they prowl around Holoth, but ﬂee for 
  reinforcements when either drops below 1⁄3 hit 
  points.
  Dex 16, Int 14, Wis 14, 36 hp, AC 16, +1 drow 
  shortbow, Handle Animal +12, Knowledge 
  (dungeoneering, geography, nature) +13 each, 
  Listen/Perception +13, Ride +16.
  A group of slaves that 
  support the drow as the 
  “devils they know” 
  attacks the party
  After years of slavery, these dozen indentured 
  captives now believe that any disloyalty or 
  deviation from their prescribed duties is 
  guaranteed to mean their prolonged, torturous 
  demise.
  They mob and attack the party, ﬂeeing when 
  reduced to 1⁄2 hit points. Slaves (warrior 3): 13 
  hp, unarmed 1d4+2, AC 13, may act as a 
  humanoid swarm.
  Several creatures stalk 
  the area along with their 
  drow trainer
  Micarzyne Oussar (Expert 8/Warrior 2) is a 
  drow animal and monster trainer. He is 
  haughty, egotistical, treacherous and mean. 
  Once an aspiring warrior for one of the drow 
  houses, after suffering an injury that left him 
  with a limp he began to study the art of 
  training creatures for his house.
  Now an accomplished animal trainer, he 
  commands several giant spiders and dinosaurs 
  (amongst other monsters).
  Str 13, Dex 14, Cha 16, 55 hp, Handle Animal 
  +16, Ride +17, ring of animal friendship, drow 
  ring of vermin friendship (same effect as 
  animal friendship, but drow can control vermin 
  instead). GM chooses the creatures he controls 
  as appropriate for the level of the party.
  
  The only mage who has a 
  speciﬁc spell component 
  (such as ﬁreﬂies, gum 
  arabic, exotic feather or 
  crystal beads) is hoping to 
  swap it for a greater teleport 
  spell
  Manatha Than’Kalis is an evoker sorcerer (Lvl 
  11) with a ﬁery temper. He likes explosive 
  spells and has an impulsive desire for glowing 
  items. A half­elf not fully allied to the dwarves, 
  Manatha uses evocations to help them mine 
  rock. He has a speciﬁc evocation spell 
  component (of the GM’s choice) needed by the 
  PCs when they ﬁnd him.
  Int 19, Cha 10; Decipher Script +17, Knowledge 
  (arcane) +17, Spellcraft +17
  Two Emblan dwarves 
  argue at a trade point 
  about the veracity and 
  value of an item–it’s real!
  Flint Stormhammer, a clan Stormreach 
  armorsmith , is a retired ﬁghter scarred by 
  ﬂame with an abrasive, no­nonsense attitude. 
  His wife is a silversmith. Selling.
  Krug Hammerstock is a warrior. Quick to pick 
  a ﬁght at any insult, real or perceived. A feisty, 
  skilled underground adventurer. He led a failed 
  expedition to the drow realm, and bears 
  memories of the lost party. He lived on own for 
  months within the region and has valuable 
  knowledge of its dangers. Buying.
  If the PCs step in and resolve the issue (a DC 25 
  Diplomacy check followed by a DC 18 Appraise 
  check) they gain 1d3+1 mundane items from 
  Flint and 1d2+1 good pieces of advice from 
  Krug.
  A ﬁght between two 
  similar-looking dwarves 
  breaks out over a 
  disputed item
  Rorin Doombringer (ﬁghter/ barbarian) is 
  unkempt, red­headed and crass, but very loyal. 
  2nd son of Gorin, Rorin is captain of the 
  Stoneholme Barbarics. His brother Jorin was 
  killed by the drow; Rorin is in Embla searching 
  for his kin’s keepsake.
  Leandre P. Almaltee, a ﬁghter in Embla’s 
  Watch, also has red hair, is squat, and has no 
  hesitation to curse and use violence if 
  necessary. Born amongst Embla’s poor, she 
  grew up an orphan. Now she pays her debt to 
  the city and those who saved her. She knows 
  many people and protects them. Has a vision of 
  ”the law” when justice seems poorly served.
  Leandre owns an item similar to the one Rorin 
  seeks. Diplomacy DC 20 stops the ﬁght, then 
  DC 22 solves the problem.
  A dwarven clerical doom-
  monger, leading a service 
  of dwarves, is suggesting 
  a deal with the drow
  Falorik “the Wise”, Doomsayer/Cleric of a long 
  ago­dismissed deity, is a grumpy, ﬁlthy old 
  dweorg. For many years, he has stood in the 
  marketplace of Embla, proclaiming “the coming 
  apocalypse”. Years ago he DID foresee the fall 
  of Embla in a dream and since then he has 
  tried to warn his fellow citizens.
  Will DC 17 save or be fascinated by Falorik's 
  speech for 10 minutes. If ﬁrst save failed, Will 
  DC 12 or follow Falorik. A Diplomacy DC 20 or 
  Gather Information DC 22 check, a gift of 200 
  gp, and then a 1d10x4 minute conversation 
  with Falorik acts as a legend lore spell.
  4 wraiths (members of 
  Makinnga’s retinue) 
  appear as the party 
  settles for some sleep, and 
  leave a mysterious token with 
  the PCs, suggesting her as an 
  ally
  While the party rests, a note made from 
  kllellek paper is inexplicably dropped beside 
  their closing eyes. It details directions to 
  Makinnga’s chambers, her seal, and kind 
  words that encourage a meeting of the minds.
  The wraiths do not attack, and leave if they are 
  targeted. If an attempt IS made to strike them, 
  there is a 50% chance they will take the 
  kllellek paper with them.
  A skildpadder stampede 
  causes chaos. A dozen of 
  the creatures hurtle past 
  the party, then disappear 
  into the dark
  Creatures that cannot reach the ceiling within 
  one round or that fail a DC 17 Reﬂex save on 
  each of the next 4 rounds, take 3d8+6 points of 
  damage per round as the massive beasts 
  charge recklessly down a conﬁned tunnel. A DC 
  27 Handle Animal check halts the skildpadders 
  but otherwise, they continue running through 
  the endless caves of the Underworld.
  
  As Embla sinks into 
  despair, will-o’-wisps 
  begin to spontaneously 
  appear
  1d3+1 will­o’­wisps appear within 1d4 x10 
  feet of the PCs, then quickly disperse. After 1d4 
  rounds they turn invisible, traveling from 
  person to person and reveling in the fear they 
  cause as the dwarves are knocked unconscious 
  by electric sparks. After 20 rounds, they all 
  disappear.
  Drow mages bombard 
  Embla from a distance, 
  damaging buildings
  These mages (drow wizard 5, hp 12, AC 12) are 
  accompanied by three drow warriors (ﬁghter 3, 
  hp 20; longsword +2 (1d8+2), AC 15).
  The mages will retreat if approached, leaving 
  the warriors to cover their tracks. If a warrior 
  is killed or incapacitated, the others instantly 
  ﬂee in a different direction to the mages.
  An attempted teleport of 
  young dwarves and a 
  druid mentor to 
  Stoneholme “bounces back” 
  as the distant city is closed, 
  causing injuries that require 
  healing
  On the outskirts of Embla, a troop of dwarves 
  (6 ﬁghters, 2 clerics, 2 wizards and 1 druid) 
  appear out of thin air 30 feet above the ground. 
  All are rendered unconscious by the fall but 
  none are dead. All need curing. Roll d12:
  1­6, light; 7­10, moderate; 11­12, serious.
  Upon awakening, the group will tell their story 
  and a DC 25 Diplomacy check will be required 
  to convince them this isn't a "dirty drow trick.” 
  This falls to DC 12 if they are cured. The druid 
  gives the PCs a scroll of repel vermin (7th 
  level)
  A dweorg repair team (a 
  cleric [Earth, Strength] 
  and 3 experts), need cover
  The dwarves are being softened up with arrows 
  from 4 hidden drow archers (30 hp. longbow 
  +1, AC 17) and are pinned down behind a rock 
  formation while their wagon (possibly carrying 
  a secret weapon) lies nearby with a broken 
  axle. If given cover for four rounds, the team 
  can repair the wagon (DC 30 Strength check 
  and DC 20 Disable Device or appropriate Craft 
  or Profession check to replace the axle). If 
  some PCs wish to help the team, the repair 
  time drops to three rounds. A Spot/ Perception 
  DC 25 check means a PC sees the drow, and can 
  ﬁre back, (Drow are Concealed), which means 
  they only have a 75% chance per round of 
  targeting the repair team.
  A brainwashed dweorg 
  returns and starts to 
  unleash mayhem
  Kell McRudd (dweorg rogue 5) is a scout and 
  spy. He is tall and lean for a dweorg, his head 
  and face covered by scarring. After Kell’s 
  capture and torture by the drow, he shifted 
  beliefs from CG to CN, with an extreme hatred 
  and revenge obsession for many Underworld 
  creatures that borders on insanity. After his 
  bloody, near­miraculous escape from the dark 
  dungeons of the drow, he took to wearing a 
  black mask and clothing made from an 
  unknown leather in order to cover his features 
  while prowling the tunnels close to Holoth.
  Rogue 5, hp 20, Dex 17, Cha 7 or 14 (depending 
  on his level of anger), 2 shortswords +1, +7 to 
  hit, AC 16
  A sudden aerial assault 
  on the chains holding the 
  trading gonjola snaps 
  everyone to attention
  The whole structure shakes as a ﬂight of 6 
  drow sorcerers on cloakers speciﬁcally target 
  the massive chains with lightning bolt and 
  ﬁreball spells. Their dipping and diving give 
  the cloakers and wizards a +2 circumstance 
  bonus to AC (21 and 14 respectively). They ﬂy 
  off after 2 rounds. Cloakers, hp 25; drow, hp 21
  
  A summoned large earth 
  elemental, initially 
  helpful, goes berserk, 
  then splits like a black 
  pudding when hit
  The creature splits into two identical 
  elementals, each with half of the original's 
  current hit points (round down). An elemental 
  with 10 hit points or fewer cannot be further 
  split and dies if reduced to 0 hit points.
  A loaded skildpadder 
  returns, driverless and 
  under attack by drow
  The drow, unable to control the beast, have 
  been content to torment the skildpadder 
  (which bears many minor wounds). Once the 
  six drow rangers (hp 20, shortbow +6 to hit; AC 
  15) are run off, either a Wild Empathy check or 
  a DC 15 Handle Animal skill check is required 
  to stop the skildpadder and lead it back to 
  Embla. Otherwise it and its load disappear. 
  Perhaps the PCs will ﬁnd the load if they follow 
  the charging creature, or maybe they will ﬁnd 
  someone or something else has stopped it.
  As the party approaches 
  Embla, dwarven dead 
  rise up, and a dweorg 
  monk/ranger needs help to 
  defeat them
  Delg of Balim’s Door (an undead hunter monk/
  ranger) wears a short, braided beard and is 
  calm and well spoken. The youngest of 3 
  brothers, Delg went to the nearby monastery 
  and trained in the martial arts. Hiis respect for 
  life lead him to learn how to hunt and track 
  “the deﬁled returned”.
  Monk 5/Ranger 3, Dex 16 Wis 16, 44 hp AC 17, 
  ghost touch kama +1, +10 to hit
  An ambassador of a 
  traditional minor enemy 
  turns up and offers to 
  help -- for a price. “The 
  enemy of my enemy...”
  Shaomathot is the ambassador of (e.g.) a 
  nearby colony of draaki trying to gain an 
  audience with Mayor Stonetooth. A clan of 
  (e.g.) gitwerc has been harassing his small 
  village, but despite attempts at ﬁghting and 
  diplomacy, the war goes on.
  A DC 20 Diplomacy check by the PCs will 
  grease enough wheels for the Mayor to meet 
  with Shaomathot
  The GM can use this to introduce mercenaries 
  or followers to the game. The price should be 
  affordable but make an impact, and doesn’t 
  have to be monetary.
  A greater invisible drow 
  teleports in and out 3 times, 
  trying to kidnap an important 
  dweorg (50% chance for either 
  Mayor Stonetooth or Maylorin 
  Obsidianaxe)
  When the Mayor meets with Maylorin 
  Obsidianaxe for a "business lunch," a drow 
  kidnapper attempts to grab either dweorg 
  (though the Mayor is the preferred target). On 
  the ﬁrst two attempts, a bystander will be 
  taken instead. On the third attempt, the drow 
  will have a 1⁄3 chance of grabbing the Mayor, 
  Maylorin, or the Mayor's assistant. A 
  Diplomacy/ Bluff DC 10 check or an Intimidate 
  DC 15 check will cause the dwarves to leave the 
  area before the third attempt.
  A cleric on a vigorous but 
  misguided recruitment 
  drive needs to be calmed 
  down; many dwarves ought 
  to be sent back to their jobs
  Kurik Grandhelm is a righteous, usually soft­
  spoken dweorg warrior­priest (3/5). Not 
  content to mind the forge, he seeks to defeat 
  evil and protect goodness. He freely gives his 
  limited healing ability. Kurik is enthusiastic 
  about learning and sharing knowledge, and 
  beating evil. He is recruiting for a journey into 
  caverns far from home to “bring good” to the 
  devils that have come from HEL to aid the 
  drow.
  A Diplomacy DC 15 check convinces Kurik that 
  the people joining him are farmers and 
  craftsfolk, not ﬁt for war. A Diplomacy DC 18 
  check convinces the recruits to return home. A 
  DC 22 check means Kurik will join the party if 
  asked.
  
  There is an outbreak of a 
  virulent disease, spread 
  by a returning sorcerer 
  immune to the virus and the 
  source of the long-term cure
  Thrym Stonehealer (dweorg sorcerer 6) is 
  obsessive about over­cleanliness and very 
  defensive. He comes from a long line of healers; 
  Thrym is the ﬁrst in his lineage to be born 
  without the gift. The dweorg considers his 
  arcane ability to be a curse.
  In fact, Thyrm is undergoing a trial from his 
  god. If he is cured ­ this takes a heal or higher 
  level curative spell from someone Thrym has 
  never met before ­ he becomes a cleric 6 with 
  skills, feats and abilities optimised for that 
  class, and follows the Healing domain. As GM, 
  let Thrym thank the PCs as appropriate.
  The increased 
  blacksmithing and 
  weaponsmithing activity 
  use more ﬁre and heat, 
  causing frequent outbreaks of 
  brown mold. An imperiled 
  dwarf need rescuing
  Garrack Helmbreaker (dweorg smithkin 
  ﬁghter 4) is barrel­chested with green hair 
  and skin. His past actions have shamed him in 
  the eyes of his people, and worse, his father. He 
  hopes to somehow make amends by trying his 
  best to help dwarven causes, seeing such a 
  chance in helping defeat the mold, but is in 
  over his head.
  Garrack is nearly unconscious from nonlethal 
  cold. The brown mold has grown enough to 
  wedge the door to his workshop closed. A DC 16 
  Strength check breaks down the door and the 
  brown mold requires 20 points of cold damage 
  to kill it.
  A disguised drow is 
  gathering allies and 
  leaving the odd obscure 
  message about buying 
  information
  Nightshade (e.g. ﬁghter/sorcerer/arcane 
  archer) is quiet, observant, careful, and likes to 
  plan out her courses of action and alternate 
  eventualities.
  Working for a clandestine but benign 
  organization that quietly shapes world events 
  for the better of all, Nightshade, one of the few 
  drow involved with and trusted by this group, 
  is tasked to discover how House Gullion has 
  gained the power to attempt an attack on 
  Embla and (if rumors are true) an Upperworld 
  assault.
  This NPC can be any level the GM would like 
  her to be—the PCs will never know the real her. 
  Perhaps she doesn’t exist...
  A fairly powerful demon 
  appears and offers to 
  help save Embla in 
  exchange for a previously 
  unimportant lawful NPC, with 
  whom it is besotted
  The outsider (of a CR equal to the party’s 
  average level ­2) cannot be dissuaded from 
  acquiring its charge.
  The Emblan council can be convinced to give 
  up the individual in question (a minor noble) 
  with a DC 20 Diplomacy check, or a DC 22 
  Intimidate check (in which case the noble 
  house’s attitude toward the PCs becomes 
  Indifferent)
  A dwarven former 
  paladin offers all the 
  spoils as reward for a 
  mission to ﬁnd his wife
  Goraz Gorak is a haunted, stoic, soul­searching 
  ex­paladin with dead eyes. He is guilty of a 
  great betrayal–his own wife. As attempted 
  atonement, Goraz allowed himself to be 
  captured by the drow and toiled as a mining 
  slave for 100 years in the hope of hearing news 
  of her. He didn’t, and is dead inside, ﬁlled with 
  self­loathing. After all those years, Goraz is 
  broadly knowledgeable of Holoth and its 
  denizens, but only looks forward to the release 
  of death after his atonement is fulﬁlled.
  Diplomacy DC 15 convinces Goraz that 
  answering questions is a worthy cause.
  An intelligent weapon 
  (GM’s choice) owned by a 
  prominent dweorg starts 
  to insist on being given to a 
  PC, deriding its current owner 
  and belittling his efforts
  Reigar Ferral (a dweorg rogue 5 thug/ 
  enforcer) is an intimidating, crass opportunist. 
  He never understood the afﬁnity with mining 
  shared by his kin, and looks to use his war 
  hammer to loosen gems in their more reﬁned 
  form. He searches for the best situation to 
  acquire wealth and fame with the least amount 
  of effort, signing on to groups as muscle.
  Str 19, Dex 16, Int 13, 30 hp, combat expertise, 
  improved feint, bluff +9
  
  A powerful weapon 
  (GM’s choice) belonging 
  to a PC is revealed to be 
  intelligent, but asks to be 
  given to a prominent dweorg, 
  one who is not on the best 
  terms with the PCs
  Kelios Mithrilhammer (dweorg ﬁghter 3/
  wizard 3) is a muscled weaponsmith that uses 
  a light hammer, and keeps intricately braided 
  brown hair. He does not usually advertise that 
  he can cast magic and is extremely loyal and 
  protective of his clan. Like the majority of the 
  Mithrilhammers, he hails from Stoneholme but 
  has clansfolk in Embla. Kelios has journeyed 
  there to aid them in their ﬁght.
  Str 14, Int 14, 30 hp, light hammer +1 
  returning
  A cleric’s divination 
  attempts draw the 
  sudden attention of 3 
  ethereal ﬁlchers
  Murga Wellﬁnder is a righteous, honest, brave 
  dweorg cleric 8 that never shuts up. He is 
  unable to hold positions elsewhere being so 
  undiplomatic. Murga came to Embla as he 
  “heard of trouble with evil in the region”. He is 
  a diviner following the Knowledge domain, with 
  a full roster of divination spells when 
  encountered ­ he tends to say what he sees.
  Wis 17, Cha 7, 44 hp, wand of detect magic (30 
  charges)
  Any scrying attempts 
  draw the attention of a 
  persistent drow oracle
  Sh’al Rh’iin (drow oracle 7) is blind in his left 
  eye, with scars along the left side, and a 
  functioning desiccated left hand. After 
  surviving in a sealed cave whilst looking for a 
  lost lover, Sh’al Rh’iin now wants to let people 
  know the price of seeking too much power, and 
  the loss of their souls to the powerful of their 
  worlds.
  Int 17, Cha 16, 31 hp, AC 11, Diplomacy +12, 
  Knowledge (history) +13, Knowledge (the 
  planes) +13, Knowledge (religion) +13, Sense 
  Motive +13
  A half-drow ranger offers 
  to lead a small group 
  away for a fair price; may 
  be a disguised aranea who 
  has an equal chance of leading 
  people to safety OR the drow
  Javril Zabros (male half­drow ranger 5/ rogue 
  3) is focused, tall and more human than drow 
  (something he is sensitive about). Javril has 
  been working with the humans “on behalf of his 
  father”.
  His great skill with disguises has EITHER 
  enabled him to gain good intelligence (1d6+1 
  facts) for human
  incursion into drow held areas OR he is a 
  disguised aranea with poor intelligence, 
  leading the PCs to a drow patrol.
  Dex 15, Cha 14, 33 hp, Bluff +8, Disguise +8, 
  Survival +7
  Cracks start to appear in 
  Embla’s roof as a drow 
  druid begins to cast 
  targeted earth-moving 
  spells. As the PCs approach the 
  drow, the roof begins to bulge 
  outwards, with debris falling
  A DC 22 Spot/Perception check notices the 
  growing ﬁssures, and a DC 18 Knowledge 
  (nature) check reveals the nature of the 
  disturbance. Finding the wily but 
  cowardlyTaygia (drow druid 9) is difﬁcult 
  (Spot/ Perception DC 30), and once engaged in 
  combat he will ﬂee if reduced to 1⁄2 hit points 
  or fewer.
  Wis 20, 58 hp, AC 18, full compliment of earth­
  based spells at the start of the encounter, 
  including two transmute rock to mud
  Dweorg barbarian offers 
  to lead a small group 
  away for a “heavy price” 
  of gems or items
  Sharga Stonebridge (dweorg female barbarian 
  10) likes axes, killing drow, and loves trash 
  talking, but HATES being shown up. She grew 
  up a tomboy, always hanging out with her 
  many brothers and learning all that they did. 
  They often poked fun at Sharga for not being as 
  skilled (which is why she hates that now), but 
  she soon surpassed them in talent, and now 
  constantly returns the favor. Her favorite 
  recent pastime has been going out hunting 
  drow.
  Str 19, Con 18, 105 hp, AC 16, greataxe +2
  
  A wild skildpadder 
  mother faces down a 
  drow hunter while her two 
  young attempt to scare him
  These three beasts (two of which have the 
  young template) are squared off against an 
  experienced Underworld hunter (drow ranger 
  9). The children ﬂee at their mother’s behest 
  when she reaches 1⁄4 hit points and if not 
  protected by the PCs, are captured by the dark 
  elf.
  Dex 18, Wis 15, 49 hp, AC 18, pair of hand 
  crossbows +1
  A greater invisible 
  human rogue hides 
  behind a rock from a 
  shadow basilisk, which is 
  surrounded by a “museum of 
  adventurers”
  Xanippe (a dual wielding rogue 6) is a happy­
  go­lucky, slightly manic explorer. She had been 
  dominated and used by an unknown evil for a 
  period of time, but is now free and wants to 
  make up for “all the evil I’ve done” by helping 
  adventurers (she recalls as much or little as 
  the GM decides). Xanippe hopes for a heroic 
  death; if the PCs discuss plans, she’s off to do it 
  without the ﬁnal decision, as she’s so keen to 
  help and even die doing good.
  Dex 15, Con 14, 33 hp, shortsword +1, bracers 
  of armor +2
  Two undead Underworld 
  giants each clear rubble 
  from a separate side 
  tunnel, placing it in the 
  other’s tunnel, while a third 
  watches on
  These mindless creatures are continuing a task 
  given to them by whomever animated the 
  skeletons in the ﬁrst place. They do not engage 
  the PCs unless attacked, but the party may ﬁnd 
  the route behind them to be blocked for an 
  indeterminate amount of time as one of the 
  giant’s stacks of boulders causes a cave­in.
  For convenience, use the stats for a cloud giant 
  skeleton if the PCs choose to ﬁght.
  An immense sudden rise 
  (or drop) in the path 
  ﬁnds a half-orc with very 
  strong climb skills offering 
  his services, for a price; your 
  assistance with a job
  Morval the Black Blade (rogue 5/assassin 2) is 
  small for a half­orc, slick, and sly as a fox. A 
  smaller and lesser known drow house has 
  decided to make a move and have brought in 
  outside help, this half­orc surface dweller 
  known for his talents and discretion.Arriving 
  in the Underworld, Morval got word to Holoth 
  that he was available, but got no reply. Now he 
  waits close to Embla, hoping to make an ally or 
  two to exact revenge.
  Climb +19 (Dex 16; Athletic; Climb +10, Use 
  Rope +7; Climber’s Kit; rope of climbing and 
  rope of entanglement)
  A hidden stairway leads 
  to a small magical pool, 
  home to a humanoid NPC 
  that appears to have an 
  extra zero to his age. He wants 
  to swap places with a PC
  Jurg the “Eternal Knight” (ﬁghter 4/cleric 3) is 
  of medium height and build, world­weary from 
  years of duty. The Eternal Knight has been 
  serving his god, king and country seemingly 
  (to him) for forever. His endless service in the 
  pursuit of evil, especially drow slavers, has left 
  him feeling jaded and he looks forwards to the 
  day that he is allowed to retire.
  As GM, you can use this to introduce a “swap 
  character” as required, have Jurg become part 
  of the party if it reveals that it is after slavers 
  OR use Jurg as a way to relate some of the 
  drow history.
  A steady decline leads to 
  a massive bowl with 
  Underworld vegetation, a 
  druid, and 6 perfectly 
  formed diminutive triceratops
  Poraginnva (female svirfneblin druid 8) is a 
  force of balance in the territory she calls home. 
  She’ll ask the PCs questions about their travel 
  and if they’ve respected nature throughout, 
  her young triceratops and magic might provide 
  them with aid. Otherwise, the PCs will be asked 
  to leave immediately (and may incur her 
  wrath).
  Wis 18, Cha 17, Handle Animal +14, Knowledge 
  (nature) +14, Listen +15, Spot +15 OR 
  Perception +15, Survival +15
  Triceratops Str 4, Dex 19, Con 15, 102 hp, AC 
  24, +13 to hit (gore), damage 1 hp
  
  A slab of rock has 
  dropped from the ceiling 
  and reduced the gap 
  ahead to Tiny sized. An elf, 
  pinned under the slab, has 
  already started to cut off his 
  trapped, mangled leg
  Izkrael Oronar (ﬁghter 5/wizard 5) is an aging 
  smith with mangled leg and angry gaze. The 
  wild elf smith hates drow with a fervor and 
  spent his youth adventuring, trying to 
  eradicate the dark elven threat in his 
  homeland. Izkrael spends time crafting 
  masterwork and magical arms and armor, as 
  well as wondrous items designed to ﬁght drow. 
  Always ready for a battle, with ranged spells or 
  attacks from his staff, he recently left Embla to 
  gather ore.
  Str DC 28 check to lift the slab, which is 
  preventing blood loss. Heal is required to cure 
  this. Izkrael will reward the party by making 2 
  bespoke +2 weapons
  A group that looks 
  remarkably like the PCs 
  passes them by. They are 
  future echoes (future images 
  of the PCs), and can answer 
  one question, or offer one piece 
  Treat this effect as a foresight spell that only 
  allows for one question, with limited detail 
  given with the answer. As GM, make the 
  situation that the answer was relevant to 
  “suddenly clear”, with all the beneﬁts of 
  foresight lasting for that encounter OR up to 5 
  minutes for all PCs
  A group that looks 
  remarkably like the PCs 
  passes them. They are 
  past echoes (images of the 
  PCs in the past), which will 
  beneﬁt from one piece of 
  Two days later, the PCs giving the advice ﬁnd 
  they have an extra 10 temporary hit points in a 
  desperate situation as the past echoes act on 
  the advice and the PCs gain some temporary 
  health that lasts 10 rounds.
  The PCs ﬁnd an upward 
  chimney. At 80 feet there 
  is a trap and at 150 feet, a 
  hermit. The trap resets for 
  the trip back down
  ACID ARROW TRAP CR 3
  Type magic; Search/Perception DC 27; 
  Disable Device DC 27; Trigger proximity 
  (alarm); Reset none; 
  Effect spell effect (acid arrow, Atk +2 ranged 
  touch, 2d4 acid damage for 4 rounds)
  Zaiwolt (male halﬂing rogue 3/sorcerer 3) 
  found this hideaway some time ago and has 
  become paranoid, unwilling to venture back 
  down to the endless caves of the Underworld 
  after the capture of his allies by drow slavers. 
  A DC 27 Diplomacy check convinces him to 
  leave. Use him as you see ﬁt, perhaps offering 
  advice.
  The PCs meet some new 
  recruits heading for 
  Embla, a couple of 
  idealistic young dweorg 
  from Stoneholme
  These warriors (dweorg ﬁghter 3) are 
  relatively untrained, and novice ﬁghters at 
  best. They lack the mettle of seasoned soldiers 
  and will break if more than two of the PCs die 
  while they travel with the party, even if they 
  are resurrected. 
  Str 15, hp 22, AC 18, masterwork axes
  The PCs meet two new 
  humanoid recruits 
  heading for Holoth, 
  although this is initially 
  unclear
  These siblings (a vikmordere druid 5 and 
  vikmordere ranger 5) are the lone survivors of 
  their tribe, and the drow house tokens they 
  found at the site of their slaughtered kin have 
  led the pair towards Holoth. They’ve already 
  been ambushed by more than one deceptive 
  Underworlder, and are unwilling to reveal their 
  intentions or purpose at ﬁrst.
  Druid, Wis 16, 27 hp, AC 15, club +1, full 
  compliment of spells when met
  Ranger Dex 15, Wis 14, 22 hp, AC 18, longbow 
  +1
  
  The PCs encounter a 
  force ﬁeld covering 
  mundane items set in 
  holes in a wall. A slot at the 
  top of the force ﬁeld is big 
  enough to accept items. An 
  The PCs see something they want behind the 
  ﬁeld. Nothing short of a wish or miracle 
  damages the forceﬁeld. If they place items 
  worth just over the value of what they want 
  into the slot at the top, what they want appears 
  in the tray, which can now be opened. The 
  items they have dropped into the slot then 
  appear in the cut­out holes.
  A dweorg merchant and 
  her skildpadder rest by a 
  stream
  Gestry Bilgemallet (dweorg rogue 2/ﬁghter 4) 
  carries armor, and is happy to trade for similar 
  items, making just a 10% proﬁt. She will sell 
  items for 5% more than is listed, and buy them 
  for 5% less. The difference between these two is 
  how she makes her proﬁt (actually a little more 
  than 10%). She will also carry out repairs for 
  “cost plus 10%”. These are just about the best 
  deals anywhere in the Underworld, but Gestry 
  doesn’t mind, as she has found that people 
  trust and respect her for it.
  Str 13, Dex 14, Int 14, Cha 12, 29 hp, Appraise 
  +7, Craft (armor) +11, Handle Animal +5, Use 
  Magic Device +6
  A gnome merchant and a 
  huge stag beetle rest by a 
  patch of phosphorescent 
  fungus
  Faddel Knotpocket (gnome expert 8/mage 3) 
  carries some wondrous magical items, carries 
  armor, and is happy to trade for similar items, 
  making just a 20% proﬁt. He will sell items for 
  10% more than is listed, and buy them for 10% 
  less. The difference between these two is how 
  she makes his proﬁt (actually a little more than 
  20%). He will also carry out repairs for “cost 
  plus 10%”. These are just about the best deals 
  anywhere in the Underworld, but Faddel 
  doesn’t mind, as he has found that people trust 
  and respect him for it.
  Dex 14, Int 14, Wis 13, Cha 12, 35hp, Appraise 
  +12, Craft (wooden items) +16, Handle Animal 
  +11, Use Magic Device
  A softwood door is built 
  into the tunnel wall, 
  leading to, “your heart's 
  desire.” The creature on the 
  other side of the door is 
  unexpected, and insists on 
  All of this is a time­consuming illusion that 
  disappears in 5d12 hours and requires a Will 
  DC 22 check to resist, with a reroll allowed 
  every 4 hours to overcome any previous failure
  A Lawful Good NPC has 
  been transformed into a 
  demon, but can’t see it 
  even when shown a 
  reﬂection
  Theiloran (LG zwerc monk 9) is totally 
  unaware of her appearance and does not 
  understand why she is continually attacked on 
  sight. Of course, this has made her 
  apprehensive and reticent to approach 
  travelers but if aided, she will be willing to 
  scout ahead of the adventurers until they 
  reach a new settlement.
  Dex 14, Int 14, Wis 16, 40 hp, robes of opposite 
  alignment and appearance (as a helm of 
  opposite alignment, but also changes 
  appearance to look like something that is 
  usually the new alignment)
  The PCs ﬁnd a human 
  chained to a huge rock, 
  dragging it along. He 
  refuses help, becoming 
  defensive if the PCs insist
  When out of sight, they hear a scream; if they 
  go back, they ﬁnd him pinned under it; how it 
  got there is a mystery.This is Arturio Volkar, a 
  ﬁghter 2/rogue 6. He’s clean­shaven with an 
  imposing stature, trustworth and a natural 
  leader. Whilst willing to give new folks the 
  beneﬁt of the doubt, he’s been burned enough 
  to take care. He ran a weekly poker game back 
  home, open to those whom fellow soldiers 
  vouched for. The rock is a forfeit from a devil 
  that ﬁnally beat him. He must pull it for a year, 
  or his loved ones will suffer.
  Str 14, Dex 17, Cha 16, 32 hp. If seen shirtless, 
  he as a Flames plaque from a deck of many 
  things embedded in his back
  
  A very powerful 
  intelligent weapon 
  rapidly dominates a party 
  member and insists he goes 
  looking for the creature that 
  stole the spirit’s body
  The spirit is vague about what the body might 
  look like, as all this happened several hundred 
  years ago. There is equal chance it is a drow, 
  dwarf, gnome or intelligent undead.
  Rapier of Charismatic Authority +2 keen 
  rapier (Intelligent minor artefact) CN, Int 18, 
  Wis 10, Cha 18, Ego 21 Speech, telepathy, read 
  all languages, read magic; 120 ft. darkvision, 
  blindsense, hearing; 3 lesser powers ­ Bluff 
  +14, Diplomacy +14, Intimidate +14 (10 ranks 
  in each); 2 greater powers ­ clairvoyance 3/
  day and detect thoughts at will
  Mayinilafay (May­ih­neel­a­fay),“Lady Silver 
  Eyes”, is a determined, charismatic sorceress 
  12 who smiles easily. Mistaken for dead and 
  cast out along with corpses during a plague 
  purge, the terriﬁed and broken child was 
  discovered by a passing couple who raised her 
  as its own. She’s part of a team that 
  researches, recovers and “removes” lost items.
  Int 14, Con 15, Cha 20, 54 hp, AC 16 (ring of 
  protection +5), robe of eyes, glove of storing
  The PCs meet an arcanist 
  human searching for an 
  intelligent weapon that a PC 
  owns. It hasn’t revealed its 
  real nature since a spirit swap. The 
  arcanist doesn’t know about the 
  swap, nor believes it when she told, 
  but still insists on destroying it
  An aware ﬂesh golem 
  cares for a nest of young 
  rust monsters
  The sentient construct was left here long ago to 
  guard the nests of these creatures. There are 
  1d8+7 young rust monsters that will attack 
  when they sense the PCs. If they ﬁght back, the 
  ﬂesh golem engages the party as well. On 
  becoming aware, the golem gained feats and 
  skills, but lost its berserk feature.
  Golem; Int 10, Handle Animal +12, Knowledge 
  (dungeoneering) +15, Ride +1, Animal Afﬁnity, 
  Skill Focus (Handle Animal), Skill Focus 
  (Knowledge [dungeoneering] (PF: Toughness 
  +9 hp) Rust monsters, small, 3d8 (13 hp), Ini 
  +4, AC 20, (t15, ff16); antennae +1, bite ­4; Fort
  +1, Ref +5, Will+4; Str 6, Dex 17, Con 11, Wis 12; 
  Listen +6, Spot +6 OR Perception +6, Sense 
  Motive +6
  An enchanted NPC shows 
  either the traits of 
  mechanical being or 
  mutating beast
  This creature is actually two beings, merged 
  together by chance as they traveled across the 
  planes at exactly the same time and place. 
  Every 1d4+4 rounds, it changes from a LN 
  formian taskmaster to a CN chaos beast (or 
  back).
  Use the general stats for these 2 creatures, 
  although the NPC appears as a humanoid (roll 
  1d6)
  1 ­ bugbear 
  2 ­ human 
  3 ­ dwarf 
  4 ­ drow 
  5 ­ gnoll 
  6­ orc
  The party meets a 
  dweorg adventurer that 
  has been “cursed” and is 
  now permanently reduced
  Vermo Irongrip is a veteran of the Long Road 
  and knows many of the hazards common to the 
  area. He is, however, very tired of being small 
  sized and will reward anyone that can return 
  him to his normal height with 1d8+1 facts 
  about hazards along the way AND a greataxe 
  +2. He originally accepted the reduce person 
  and permanency when treasure hunting with a 
  sorcerer called Mayinilafay (12th level)
  Knowledge (dungeoneering) +9, (local) +9
  A permanently silenced, 
  grating is in the ﬂoor of a 
  side chamber. A vertical 100 
  ft. steel tube ends in a lead cell  
  imprisoning a restless human 
  cleric, unsure of how she got there 
  or how long she’s been there
  Sylvia (cleric 5) is curious, wishy­washy, calm, 
  but good natured. Having wandered through 
  many lives, she has a habit of writing journals 
  and leaving them in different places, hoping to 
  ﬁnd them in her next life. Whilst willing to help 
  out those in need, Sylvia’s purpose for 
  traveling with others is to ﬁnd the “pieces of 
  herself” that she has left scattered about, like a 
  bizarre scavenger hunt.
  Travel domain, Wis 16, Cha 15, 27 hp, AC 17, 
  banded mail +1, morning star +1, (both aligned 
  to Travel domain followers)
  
  The PCs ﬁnd a dead body 
  next to a small cofﬁn that 
  contains a weapon. Two 
  spirits argue over whose 
  turn it is to go back into each of 
  the items
  These ghosts (CR equal to the party’s average 
  level ­2) cannot rest unless they are 
  possessing the cofﬁn and weapon, though both 
  ﬁnd the former to be far more comfortable and 
  are unwilling to enter the latter.
  A DC 22 Diplomacy check (or DC 20 Intimidate 
  check with an appropriate display of force) 
  sends them ﬂeeing into the items
  The PCs encounter 
  thousands of infant 
  darkmantles moving 
  along a tunnel (at roof 
  height) that cross the path the 
  party is on
  The creatures number in the tens of thousands, 
  but will ﬂee rather than ﬁght. Their statistics 
  are the same as normal darkmantle with a ­6 
  to all attributes and are tiny sized. The very 
  worst they do is ﬂock around the PCs like bats 
  and hinder vision. Draw another encounter 
  card.
  The PCs ﬁnd a nexus 
  point to an elemental 
  plane; a robe-clad human 
  steps through it
  Zoldar (conjurer wizard 11) is a regal and self­
  assured mage. He is patient with everyone not 
  as intelligent as he is. Zoldar specializes in 
  conjuration, with no direct damage spell 
  available. He boosts companions and summons 
  minions to do his bidding. The conjurer solves 
  the critical situation with the unsuspected 
  spell. He backs humans in particular, just to 
  demonstrate his power.
  Int 20, 38 hp, staff of conjuration, full 
  complement of conjuration spells available 
  when ﬁrst encountered
  In a large open space, the 
  PCs encounter NPCs that 
  are actually ghosts but 
  don’t fully realize it
  They tell of being ambushed, taken as captives, 
  sold as game for a hunt and then eaten. These 
  dire warnings relate to an ambush point just 
  800 yards ahead; take another card or pick a 
  random encounter.
  All that’s behind me...
  A demon/drow/former CE NPC wearing a helm 
  of opposite alignment rather likes the new 
  sensations it is feeling, and is extremely 
  helpful. Almost too helpful as it clumsily gets in 
  the way, able only to use its strength as its 
  other abilities were driven by its chaotic and 
  evil nature.
  Str 24, Dex 8, Cha 8, Diplomacy ­1, Move 
  Silently +4
  The PCs meet an 
  experienced NPC on a 
  quest for an item that 
  they happen to already have 
  acquired; there is a stand off
  Jedidiah Curzon (male human ﬁghter 4/monk 
  3) is a tall, muscular, scarred bounty hunter of 
  perhaps 40 years of age. He seems weary and 
  disillusioned when spoken with. Although 
  allied to the humans, Jedediah lives for the 
  chance to hunt down criminals (preferably 
  drow) - it is the only time he feels alive. He 
  ambushes foes and beat them into submission 
  with his bare hands. If they won’t yield, 
  Jedidiah has no problem with challenging them 
  to a duel to the death.
  Str 16, Dex 16, 40 hp, wears a monk’s belt
  
  On a long, steeply 
  arched, narrow span 
  across a deep ravine, the 
  party meets an oncoming 
  NPC just as it reaches the 
  halfway point. His backpack is 
  peppered with arrows
  Kiet Darkhollow (human rogue 2/ wizard 3/
  ﬁghter 2/monk 2) is crafty, smart, and not 
  above using dirty tricks. As mentally quick as 
  he is lithe, Kiet blends abilities and experience 
  into his own unique style. He pursues hidden 
  knowledge, uses tricks and magic to end 
  combat before it begins, avoids unnecessary 
  death, and upholds laws to pursue good ends 
  (albeit while fooling people). His opening 
  words, despite another shower of arrows, are 
  the embodiment of politeness. (Treat as a 
  natural 20 Diplomacy roll for a total of 30; Cha 
  18)
  A wrinkle in the rock is a 
  ripple in time. A human 
  steps through it, clearly 
  terriﬁed
  Sorith Everlight (cleric 9) is an unkempt 
  linguist that carries a shield shaped into 
  unknown holy symbol. A wayfarer raised by a 
  temple and named after a deity of travel, he 
  now wanders worlds, traveling from temple to 
  temple and offering assistance to those in need 
  or seeking redemption. His study of language 
  often leads him to odd acquaintances and 
  allows him to assist even in the most unlikely 
  encounters. But what he has just seen has 
  panicked him!
  Wis 19, Cha 16, 49 hp, breastplate +2, only a 
  broken light mace as a weapon. Full 
  complement of travel­based spells available 
  when ﬁrst met.
  The PCs encounter a 
  group of 4 “animals” 
  dragging a dead gnome 
  druid along on a makeshift 
  sled. He reincarnated them all 
  before he died, and now they 
  need help
  This is actually an adventuring party 
  attempting to return to the surface. The 
  reincarnated explorers are willing to offer 
  what help they can for anyone that will aid 
  their dead ally or return them to their normal 
  forms (a zwerc stonespeaker, half­drow rogue, 
  half­orc barbarian and human paladin)
  The GM can use this to introduce mercenaries 
  or followers to the game, or treat them as 
  “swap characters”
  A hidden NPC appears, 
  grabs an item from a PC, 
  then acrobatically 
  tumbles away. She is the 
  lure to draw the PCs over a pit 
  trap where another desperate 
  NPC waits
  The thief is Heraldi, a female half­drow rogue 
  5; Dex 17, Acrobatics/Tumble +11 Sleight of 
  Hand +13, 30 hp, AC 18. Her partner is Virsk, a 
  gitwerc ﬁghter 2/rogue 3; he hides on the far 
  end of the trap, poised to ﬁre his weapon; Dex 
  15, Hide +10, longbow +4/+4 (1d8+2+2d6 sneak 
  attack), 40 hp, AC 18
  PIT TRAP CR 1
  Type mechanical; Perception DC 20;
  Disable Device DC 20 Trigger location; Reset 
  manual
  Effect 20­ft.­deep pit (2d6 falling damage); 
  Reﬂex DC 20 avoids; multiple targets (all in a 
  10­ft.­square area)
  Sliding natural walls 
  begin to block routes and 
  separate PCs
  The caves themselves seem to turn against the 
  adventurers, moving to cut them off from one 
  another or force them down a treacherous path 
  (with another Underworld Encounter card).
  Seeing the ﬁrst wall move before it shuts 
  requires a Spot/Perception DC 18 check by 
  someone with Stonecunning. Leaping through 
  a gap between walls requires a Reﬂex DC 19 
  save; creatures that fail take 4d6 bludgeoning 
  damage and are pinned until a wall moves 
  again (10+1d20 mins) or they are broken out 
  (hardness 8, 50 hit points). Repeat this at least 
  6 times, to shut one route and open
  another AND split the party. Stonecunning 
  isn’t required to see the second wall onwards 
  slide shut.
  A large but obvious trap 
  confronts the PCs. The 
  disabling point is a bit 
  away, over the trap. Maybe 
  the elf standing in the middle 
  of the trap can help, despite 
  currently being paralyzed
  Amaranth Stargleam (elf rogue 3/wizard 5) is 
  curious, stealthy, sarcastic and loyal. An 
  accomplished adventurer, he ﬁlled the scout 
  role in previous parties and is equipped for 
  nearly any occasion. He came to offer his aid to 
  the humans of the area, but ended up in Embla. 
  As GM, use this to introduce an NPC or “swap 
  character” as required.
  PIT TRAP CR 7
  Type mechanical; Perception DC 25;
  Disable Device DC 25 Trigger location; Reset 
  manual
  Effect 100­ft.­deep pit (10d6 falling damage); 
  Reﬂex DC 25 avoids; multiple targets (all in a 
  10­ft.­square area)
  
  The PCs come across a 
  barely- alive humanoid 
  caught in a trap, whose 
  armor has temporarily spared 
  her. Disabling it MAY kill her; 
  triggering it WILL. Leaving her 
  there means certain death or worse
  Ariana Talindra (elf cleric 5) is a ranged 
  undead hunter, adventurous, curious about 
  humans, alluring and dedicated to her task as 
  ambassador. She uses her skills to resolve 
  undead problems and extend goodwill to 
  organized trade, brokering alliances and deals 
  for her kin.
  Search DC 28, Disable Device DC 28 to release 
  Ariana. She will reward the PCs with 5 Lvl 3 
  spells on a scroll and 2 potions of cure serious 
  wounds each
  Two kobolds are chained 
  together and suspended 
  over a pit of green slime. 
  As it moves towards where 
  the rope is tethered, they argue 
  over who is at fault for their 
  predicament
  Arcane sparks begin to ﬂy between the twin 
  kobolds (sorcerer 6) as they squabble about 
  their situation. Braksi and Taksi are brothers 
  that were exiled from their home for dozens of 
  reasons they still argue over. If aided, they’ll 
  provide help to the party until the next time 
  they rest (at which point they attempt to steal 
  all the food they can before leaving quietly).
  Dex 17, Cha 16, 18 hp, AC 14, full compliment of 
  spells available at the start of the encounter
  The PCs come across a 
  journal, ragged and torn, 
  with only a few intact 
  pages. The ﬁrst page they 
  read activates either a sepia 
  snake sigil or a symbol of sleep
  This songbook once belonged to a drow 
  minstrel by the name of Kazerral Berlai. Some 
  of the ballads are interesting, but there’s 
  nothing of great value or huge interest to this 
  region of the Underworld. In the Upperworld, 
  the songbook is worth 500+5d% gp.
  SEPIA SNAKE SIGIL TRAP CR 4
  Type magical; Perception DC 28;
  Disable Device DC 28 Trigger visual; Reset 
  none
  Effect sepia snake sigil at CL 5, DC 14 Reﬂex 
  Save negates
  A solid wooden box 
  appears, with a hand-
  sized hole in it
  A PC can reach into the hole and has a 50% 
  chance of receiving a weapon of the same type 
  they use with an additional +1 bonus but no 
  other abilities or they are bitten by a black 
  widow spider (injury; save Fort DC 17; 
  frequency 1/round for 6 rounds;effect 1d3 Con 
  and staggered; cure 2 saves).
  A herd of deep cattle is 
  led through the 
  Underworld by their 
  caretaker
  A funglet is bringing these creatures from one 
  mushroom jungle to a budding fungal forest 
  and cares more for their journey than its own. 
  It is clearly exhausted and will reward the PCs 
  with one boletann weapon (and sheathe) as 
  well as enough provisions to last for 4 days for 
  4 people should they be willing to EITHER 
  watch over his herd while he rests (9 hours) 
  OR if the PCs magically revive him.
  See the RotD Underworld Races guide for 
  details of funglets and boletann weapons.
  A pair of mercenary CN 
  elves approach the party; 
  they haven’t decided 
  which side to ﬁght on
  These two hunters (CN elf ﬁghter 4/ ranger 3) 
  are devout followers of O’nael and seek to 
  employ their abilities for the greatest possible 
  gain.
  With an appropriate amount of bribery (3,000 
  gp each) or DC 27 Intimidate check, they might 
  become allies of the party. Otherwise, they 
  betray them to the drow of Holoth at the ﬁrst 
  (proﬁtable) opportunity.
  Both Str 14, Dex 14, 35 hp, AC 16, 2 rapiers +1
  
  A disheartened 
  necromancer who gets 
  undead (skeletal) versions 
  of creatures when he casts 
  summon monster spells of any 
  level is sulking as he strikes out 
  Worlsk the dvergr is an inexperienced mage 
  (wizard 6) driven from his home undercity by 
  his fellow kin. Unable to summon living 
  creatures, he wanders the Underworld seeking 
  to master his powers and return home.
  Int 17, Cha 7, 15 hp, Handle Animal ­1
  An elf monk and a 
  dweorg bard ﬁght beside 
  a discarded helmet
  The helmet has swapped their souls, and will 
  do the same to the next two beings that touch 
  it, and the next two, and so on. Resisting the 
  effect requires a DC 20 Will check (the effect 
  occurs when two targets fail their saves).
  Diplomacy DC 22 or Intimidate DC 25 stops the 
  ﬁght. If how the helm works is discovered, the 
  souls can be swapped back. The elf rewards the 
  party with a box of 10 light crossbow bolts +1; 
  the dweorg gives a whip feather token reward.
  Helm of Inopportune Alteration ­ swaps 
  souls of those that touch it. Will DC 20 check 
  from both people required to resist the effect. 
  Strong transmutation; CL 12th; Craft 
  Wondrous Item, creator must be 12th level; 
  Price 4,000 gp;Weight 3 lb
  A folded portable hole 
  currently holds a bound-
  and-gagged human; a 
  beautifully made bottle of 
  air is incorporated into his gag
  Racinante Opus (rogue 5) is a spry, crimson­
  haired, steady and curious master craftsman. 
  He manages a shop of apprentice glass­blowers 
  and glass­ sculptors who make vials, bowls, 
  ﬁne sculptures of creatures, spyglasses, 
  periscopes, and exquisite high­quality mirrors 
  of any size. He was dumped here by the thugs 
  of a shady client.
  Dex 14, Int 15, 37 hp, masterwork glass­ 
  shaping equipment, Craft (glassware) +10, Use 
  Magic Device +8
  The PCs discover a 
  partially sprung pit trap. 
  The pit has been dug at a 
  45 degree angle, zig-zagging 
  in 4 segments to a depth of 80 
  feet. A human voice can be 
  heard from in the pit
  Lolk Tradewind (rogue 6) is friendly, bearded, 
  opportunistic and “cunningly honest”. He 
  appears to be a random race that isn’t the 
  viewer’s if watched. Lolk will enter a town, 
  quietly steal everything he can get his hands 
  on, then disappear. He leaves lots of secret 
  entrances and backways out of places he’s 
  visited.
  Dex 17, Cha 15, 21 hp, dagger +1, hat of 
  disguise
  A human bard leads 3 
  destrachans that he has 
  trained to “sing in 
  harmony” . The bard is deaf
  Phinely Falone (bard 5) is good­ humored, has 
  an iron­clad memory, and loves drinking and 
  wooing. He has a wealth of knowledge and is a 
  handy person to seek out when in need of 
  information. Phinely often turns the 
  adventures of others into epic (if exaggerated 
  and slightly off­key) songs, with his 
  destrachans as backing.
  Int 15, Con 12, Cha 17, 37 hp, Knowledge 
  (arcana, dungeoneering, local, nature) +10 
  each, Perform +6 (includes a ­5 penalty for 
  current condition), Initiative ­4
  Ten underworld-dwelling 
  pilgrims are headed to 
  the shrine of a sun-based 
  deity. They are heavily 
  armed and, perhaps 
  unknowingly, very threatening 
  to behold
  At ﬁrst this group is stand­ofﬁsh and will not 
  reveal much about itself, save the destination 
  of its journey. A Diplomacy DC 20 check makes 
  the group helpful, while any Intimidate checks 
  makes it unhelpful.
  One is a 9th level cleric; the rest are an 
  assortment of experts at various levels (GM’s 
  choice). The cleric is devout and won’t be 
  turned from “the path”, but a conversation 
  built on a Knowledge (religion or the planes) 
  DC 22 check will lead to a swap ­ a scroll of ﬁre 
  shield, heat metal and searing light all cast at 
  9th level, in exchange for potions of a similar 
  total level of spells (12 levels)
  
  Twenty surface-dwelling 
  pilgrims are descending 
  to the shrine of an earth-
  based deity. They are poorly 
  equipped to face a strong 
  aggressor
  At ﬁrst this group is stand­ofﬁsh and will not 
  reveal much about itself, save the destination 
  of its journey. A Diplomacy DC 20 check makes 
  the group helpful, while any Intimidate checks 
  makes it unhelpful.
  One is a 9th level cleric; the rest are an 
  assortment of experts at various levels (GM’s 
  choice). The cleric is devout and won’t be 
  turned from “the path”, but a conversation 
  built on a Knowledge (religion or the planes) 
  DC 22 check will lead to a swap­ a scroll of 
  soften earth and stones, spike stones and 
  stone shape all cast at 9th level, in exchange 
  for potions of a similar total level of spells (12 
  levels)
  The PCs ﬁnd an ancient 
  robed cleric, Cajo, by an 
  even more archaic shrine, 
  with a small ﬂame burning 
  in the center of it. The cleric 
  asks for “something the PCs 
  can spare”
  Any PC that donates an item or gold is given an 
  everburning torch extinguished by only a wish 
  or miracle. The shrine is a brazier of 
  controlling ﬁre elementals that cannot be 
  moved, whilst the elementals can’t go more 
  than 2 feet from the shrine. The ﬂame of the 
  torch is part of the heart of an elder ﬁre 
  elemental. Cajo is an ex-adventurer, but now 
  spends time sharing his sun­god’s word.
  CL 20, Wis 24, Cha 22, 70 hp, AC 14, rod of 
  alertness, ring of natural armor +5, boots of 
  teleportation (all aligned to Sun domain 
  followers only), full complement of light­based 
  spells when ﬁrst met.
  Following a narrow path 
  along an open drop, the 
  PCs encounter two 
  (permanently invisible) 
  aerial runways that lead to a 
  set of rooms in the wall on the 
  other side of the gorge
  Thaxzir, a dvergr (male ranger 8) uses this 
  base to wage a constant war against creatures 
  the PCs are either in favor of or against (50% 
  chance of either, GM’s choice). When 
  encountered, he is returning from a ﬁght 
  physical evidence to present as bounty in 
  Holoth or Embla, depending on his quarry. He 
  will welcome help if friendly, or provide out­of­
  date information if unfriendly.
  Str 14, Dex 17, Wis 14, 36 hp, Heal +16, Move 
  Silently/Stealth +14, Survival +15, Use Rope 
  +14, Self­Sufﬁcient, AC 14 throwing axes +1 
  returning
  Through a narrow cleft, 
  the PCs discover a series 
  of chambers containing 
  small pools of alchemical 
  substances
  Throughout the chambers the party can ﬁnd 
  mercury, liquid lead, arsenic, strong acids and 
  alkalis, sulfur, heavily over­salted water, and 
  so on, along with the remains of an alchemist 
  who carefully tried to produce the liquids. 
  Stuck in the roof of the main chamber is a ﬂask 
  of curses seen with a Spot/Perception DC 25 
  check.
  The PCs encounter an elf 
  being menaced by an 
  Underworld behir
  Glidia Urade is a clever, silver tongued, 
  stealthy, and knowledgeable explorer. The elf 
  (PF alchemist 7/ 3.5E wizard 7) wants to help 
  defeat the drow by using her knowledge of 
  them, her talents, and disguising formulae to 
  get close and spy on their forces. If the party 
  shares these ideals and it gets her to Embla, 
  she will brew 1d4+4 potions for it.
  The behir is a standard creature, but colored 
  shadowy black. In 3.5E, Glidia is a specialist 
  evoker with a raven familiar. Int 17, Appraise 
  +8 (+10 alchemy), Craft (alchemy) +16, 
  Decipher Script +15, Knowledge (arcane) +13, 
  (nature) +13 Spellcraft +13; Brew Potion, 
  Diligent, Scribe Scroll, Skill Focus (craft), Spell 
  Focus
  (evocation)
  The PCs encounter a 
  number of “dead” vidre, 
  and a magic-casting 
  human, who uses light and 
  sound spells as his main 
  weapons
  Jacob Rem (sorcerer 7) is a slim, fun, 
  charismatic, theatrical and good­natured art 
  critic. Jacob tends to be upbeat and is fairly 
  optimistic (but not in an annoying way). He 
  believes that everyone should be able to live in 
  peace, but isn’t naive enough to think that only 
  diplomacy will win this war. He’s traveled some 
  of the world, and seen both its wonders and its 
  horrors. He wants encounters to be dealt with 
  diplomatically ﬁrst and foremost, before 
  anyone starts drawing weapons.
  Dex 16, Cha 18, 17 hp, AC 16, Diplomacy +6, 
  bracers of armour +3, robe of scintillating 
  colors. Full compliment of spells when ﬁrst 
  met.
  
  Within a wall is a magic 
  mouth that is only able to 
  give correct information 
  roughly 50% of the time. If 
  one answer or statement is 
  true, the next will be false
  Depending on the reaction of the party, it
  tries to be either “more truthful” or “more 
  untruthful” when answering, by carefully 
  considering the question.
  If the party uses Diplomacy, a DC 15 check 
  inﬂuences the answer. Anything over this total 
  is added to the 50% chance to be “more 
  truthful” and taken from the chance to be “less 
  truthful”.
  If the party uses Intimidation, a DC 15 check 
  inﬂuences the answer. Anything over this total 
  is added to the 50% chance to be “less truthful” 
  and taken from the chance to be “more 
  truthful”.
  On the edge of a huge 
  cavern, a tower 
  containing a taproom has 
  been built into the wall at 
  the end of the tunnel the PCs 
  were using
  Inside, they ﬁnd Caden Lennus Dolin, who has 
  been there for longer than he can remember. A 
  human Innkeeper, appraiser, and expert, he is 
  cheery and portly, but business comes ﬁrst. He 
  has put his days of adventuring behind him to 
  focus on the taproom. He’s happy to buy unique 
  items from patrons and to pay top price. 
  However he has a hidden agenda. He is the 
  celestial version of Dolin. 200 feet away, across 
  the cavern, an almost identical tower is built 
  into the wall; the barman is the ﬁendish 
  version of Caden. He informs the drow of what 
  other valuables the adventurers have in hopes 
  make a percentage of the take.
  Str 16, Dex 15; hp 58; AC 16, +2 whip
  A blade barrier traces an 
  elliptical path around a 
  cavern. Inside is a human 
  that appears to have been 
  trapped there for a long time, if 
  the worn path around the 
  blades is any indication
  Marku the Nose (rogue 10) is a thin, dirty, 
  jaded, and rough smuggler in search of riches 
  and wealth. He came with a party of humans 
  under the guise of a soldier, but when an 
  opportunity arose to take their riches, Marku 
  was off before the others could blink (their gold 
  gone with him).
  Dex 19, Cha 17, 45 hp, AC 18, Bluff +16, Sense 
  Motive +15, ring of mind shielding, 
  sustaining spoon
  The PCs encounter a 
  wounded humanoid shot 
  through with a dozen 
  hand crossbow bolts
  She is barely alive, but clings to a weapon and a 
  standard. Unfortunately both are cursed, but 
  the humanoid isn’t aware of this. Every 3 
  rounds the PCs stand there, another bolt 
  appears (out of nowhere) and hits her. She can 
  withstand 3 more bolts before dying. Even 
  when healed, the bolts keep appearing until 
  remove curse is cast on the weapon, the 
  standard, and her.
  Use this to introduce a “swap character” OR as 
  a follower who the PCs can rally to when they 
  need to regroup. In the latter case, make her a 
  bard 7, Dex 14, Int 12, Cha 15, 24 hp, ­2 cursed 
  rapier, standard of arrow attraction
  Swept Away
  Passing a waterfall, the PCs hear (DC 12 
  Listen/Perception) a rush of water. The deluge 
  bursts from the roof, bringing rocks onto them 
  (3d6 damage, Reﬂex DC 15 for half). All within 
  40 ft. of the fall are subjected to a bull rush 
  (+20 to opposed check/CMB). A successful bull 
  rush means the PC is swept away for 1d4+4 
  rounds, taking 2d6 damage per round (Reﬂex 
  DC 15 each round negates this). A Swim DC 20 
  each round gives +2 to the Reﬂex save.
  Reach of the Damned 
  (CR 10)
  When passing through a long, narrow gap, the 
  PCs release the spirits of a dozen former slaves. 
  Each appears as shadowy, clawed arms 
  extending from the rock to attack the party 
  and sap their strength. The arms can reach 
  right across the path. These manifestations 
  cannot be damaged or destroyed, but each one 
  attacks just once.
  Incorporeal touch +11, 1d8 points of Strength 
  damage, attacks are distributed evenly among 
  the PCs.
  
  CREDITS
  Written By: Stephen Yeardly 
  Art by: Rory Toma, Bruno Balixa, Rick Hershey, Mates Laurentiu
  Designation of Open Game Content: All Text
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  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
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