TEXT: URC6−06 
   
   
   
   
  Enemy of My Enemy 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in the County of Urnst 
  Version 1.95 
  by D’Anne Rooney  
  Circle Reviewer: John Jenks 
   
  Triad Reviewer(s): JP Chapleau 
   
  Playtesters: Chris Berry, Konrad Brandemuhl, Richard Clark, John Foye, Pam Foye, Brian Glose, Leonard Logan, Murry 
  McEntire, Dustin Short, James Stepanek 
   
  Contessa Elone Hofre Gellor was murdered and the County of Urnst is in an uproar over who will lead next. Are you 
  willing to work with the enemy of your enemy to find the assassin? Part 2 of the “Chasing the Darkness” series. This 
  adventure also includes an additional, optional encounter for the brave and heroic.  
   
  A one-round Regional adventure set in the County of Urnst for characters level 1-14 (APLs 2-12).Resources for this 
  adventure include URC5-04 That Which Lurks [D’Anne Rooney], URC6-I04 More Rivalry at Richfest [JP Chapleau and the 
  CoU Triad].  
  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 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, 
  and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the 
  copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to 
  actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely, you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the table 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if you 
  are not the senior GM.  
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
  Preparing for Play 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Full 
  information on NPCs and monsters are given in 
  Appendix One. For your convenience, that appendix is 
  split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR).  
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  1. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability (such 
  as animal companions, familiars paladin’s mounts) 
  or the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine 
  the number of levels you add to the sum of step 
  one. 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.  
  2. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to 
  that average 
  URC6-06 Enemy Of My Enemy 
   
  Page 2 
  
  4. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs 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 and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL 2t which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  Enlist a sixth player. 
  5. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the County of Urnst. Characters from the County of 
  Urnst pay one (1) Time Unit per round, while all other 
  characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s kits, 
  and may restock up to 20 arrows or bolts if the 
  character has at least four ranks in Craft (bowmaking). 
  The player is allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  During the past several years, Drow have been seen in 
  increasing numbers. From the rift in the cliff by 
  Ventnor, to the now collapsed Crystal Springs and 
  even in the Vinewind area and the adventurer’s town of 
  Holbrook, they have been appearing. 
   
  Last 
  seen 
  in 
  Holbrook 
  right 
  before the 
  assassination of the Contessa, they disappeared before 
  the adventurers who live there could confront them. 
  The only thing they left behind was a clue, a pin in the 
  shape of a black mask, and a pregnant adventuress. 
  LORD UNDERLEY 
  Lord Underley is a man of about 50. His black hair is 
  streaked with grey and white at the temples. He is the 
  current leader of House Underley. 
   
  Lord Baron Jacobis Underley was the Lord Mage 
  of the Contessa. He is also head of the eccentric, noble 
  House Underley, though the family estates have yet to 
  be rebuilt in the ruins of Ventnor Castle, a town 
  destroyed by a battle between devils and demons at the 
  dawn of the Civil War. 
   
  Known as a shrewd man, Lord Underley deals on 
  both sides of an issue, usually for the best interests of 
  the County. 
  HOUSE TEKEN’AFIN 
  A house of powerful Drow who follow the religion of 
  the Spider Queen. Lead by their most powerful 
  priestess, Shi’raena Teken’afin, they endeavor to stop 
  the advancement of those who follow the Masked God. 
   
  Other motives they may have are unknown at this 
  time. 
  HOUSE RILYN‘VIRR 
  A rival Drow house that follows the teachings of the 
  Masked God. They have been working for the past two 
  # 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 
   
  URC6-06 Enemy Of My Enemy 
   
  Page 3 
  
  decades in taking over one of the Rogue’s Guilds, the 
  Vipers based out of Brotton. Those in the guild who are 
  human have no idea who is now operating the 
  business. 
  DROGO BRACEGIRDLE 
  Once a leader of his community, Drogo was captured 
  several years ago by House Teken’afin. They found he 
  had a talent as a diplomat and have used him on several 
  occasions to broker for minor things they need with 
  races other than the Drow. He greatly misses his home 
  community of Applebee.  
  ADVENTURE SUMMARY 
  Introduction: 
  Whispers 
  on 
  the 
  Wind 
  The 
  adventurers find themselves in Radigast City at the 
  Highbrows Inn just days after the assassination of the 
  Contessa and her daughter Cyanna. Discussion is 
  rampant about how this could have happened and who 
  could have done it. Rumor is that the Contessa and 
  Cyanna cannot be brought back for some strange 
  reason even though Cyanna’s murderer was caught. 
   
  Encounter 1: Meeting with the Enemy Lord Jacobis 
  Underley sends an urgent message to the PCs, 
  requiring them to meet with him at the Obsidian 
  Conclave late that night. Assuming they agree, the PCs 
  are introduced to a woman who tells them that she has 
  information concerning the assassin of the Contessa. 
  Careful observation by the PCs will reveal that the 
  woman is a Drow priestess. Lord Underley tells the PCs 
  that he has made a deal with the priestess in order to 
  gain this information. 
   
  Encounter 2: Vinewind The information the group 
  receives leads them to Didieln to search out the 
  location of the assassins. 
   
  Encounter 3: Nothing is what it appears to be An 
  abandoned temple is host to beings from below the 
  earth. 
   
  Encounter 4: Into the Darkness The party finds 
  valuable information that leads them to the entrance 
  into the UnderOerth located by Ventnor Castle. 
   
  Encounter 5: Denizens of Underoerth As they 
  prepare to spend their first night in the darkness, they 
  are alerted to trouble and the possibility of meeting a 
  new race of beings. 
   
  Encounter 6: The Dream As the party beds down for 
  the night, one of them is visited in their dreams. 
   
  Encounter 7: Enemy of My Enemy During their 
  sleep, a visitor comes to one of the party members with 
  helpful information and a gift. 
   
  Encounter 8: The Battle is Won Allowing that the 
  characters are successful, the battle will indeed be won, 
  and they will have their prize in hand. If they have not 
  been successful, they will be running for their lives. 
   
  Encounter 9 (Optional): Running the Gauntlet The 
  characters find that getting back to Radigast with the 
  assassins is easier said than done. 
   
  Conculsion: Reporting In The group now must 
  report their success or failure to Lord Jacobis Underley. 
  Let's hope, for their sakes, they were successful. 
  PREPARATION FOR PLAY 
  Determine if the characters have played in the 
  following events: URC5-04 That Which Lurks or URC6-
  I04 More Rivalry at Richfest. If they have, look at their 
  ARs for any favors they might have. These will come 
  into play during this scenario. 
   
  Also, determine if there are any members of the 
  Underley Network, any Thieves Guild, or any Knights 
  of the Swan present in the company of characters. 
   
  This module also includes an optional encounter 
  near the end. Before you run it, ask the players if they 
  are willing to spend the extra TU’s to do so. The extra 
  option cost 1TU for characters of the County and 2TUs 
  for characters not from the County. 
   
  Playtests have shown this adventure to run long. 
  Therefore, if you are running this adventure with a 
  time restriction, some encounters are cut short.  
   
  INTRODUCTION: WHISPERS 
  ON THE WIND 
   
   
  You find yourself in Radigast City, and as you 
  enter the tavern, you find it full of patrons. 
  Making your way to a table that has room for you, 
  you find yourself face-to-face with several other 
  adventurers. 
  Allow the characters to introduce themselves to each 
  other before continuing. 
   
  You hear the voice of a well-trained performer 
  speaking from the raised platform that serves as a 
  stage. “The last of the finalists is…” Lord Dane 
  held up the form to read the name, but never 
  spoke it. A chilling scream interrupted him, even 
  now I feel the shivers down my spine from that 
  death scream. From behind him, Lady Cyanna’s 
  limp and dead body slumped to the ground and a 
  ghostly figure rose from the body.  
   
  The Contessa, slumped to the ground as well 
  and the ghostly thing laughed. “HAHAHA 
  Malachite has the soul of this one. And he’s had 
  her for months…HAHAHA” as it dispersed. The 
  URC6-06 Enemy Of My Enemy 
   
  Page 4 
  
  assembled crowd rushed forward to see what had 
  happened, shocked and stunned at the same time.  
   
  Lord Dane, who was as taken aback as 
  everyone else was, ordered the Knights of the 
  Swan and the soldiers to get everyone out of the 
  area. It was chaos! People were crying others 
  demanded retribution, others just followed in a 
  daze. Some hid their smirks at the County’s 
  misfortune.  
   
   
   
   
   
   
   
   
   
  “This, my friends is what this Silver Swan saw 
  at Richfest…” The bard takes a deep bow, having 
  related his tale for the assembled crowd of the 
  Highbrows inn.  
  Allow the characters to react to this before continuing. 
   
   
  It is Wealsun 9, just under two weeks since 
  Richfest and already the news has spread around 
  the County. Contessa Elone Hofre Gellor and her 
  daughter Cyanna are dead. No one know who did 
  it or why.  
  Lord Terard Duncombe, the Lord 
  of the East has declared martial law throughout 
  the County and himself as Regent until a new 
  Count is crowned. The Contessa’s ministers 
  forming the Council of Lords has gathered in 
  Radigast to determine who will be crowned Count. 
   
  “Whose gonna lead us now?” questions one 
  voice. 
  “Seems we only just got the Contessa and now 
  she’s dead,” says another. 
   
  An older man speaks up from a darkened 
  corner, “I heard she went completely mad before 
  she was murdered.” 
   
  Some young man who’s had too much to 
  drink adds, “yeah some adventurer told me she 
  converted to Hextor!” 
  You hear other voices and suppositions about 
  who the new ruler of the County will be, as well as 
  rumors 
  that 
  assassins 
  from 
  Nyrond 
  were 
  responsible for the Contessa’s death. 
  Some of you wonder… is it possible that King 
  Lynwerd of Nyrond sent some one to kill her all 
  because of the treaty with Sewarndt and the wall 
  the County built? Could the Old One prepare for a 
  major offensive against the County? Could the 
  Pale be looking for a new venue of expansion? 
  Malachite? Or is it someone else?  
  The characters will hear the following conversations 
  with successful listen checks. 
  • 
  DC 5: They tried to raise the Contessa, but like her 
  son who died earlier this year, they cannot contact 
  her spirit. 
  • 
  DC 7: The Contessa’s last decree was that Ventnor 
  Castle and all the land beneath it was to be given 
  in trade to the Duergar. 
  • 
  DC 10: No one has seen the Contessa’s husband, 
  Lord Nimar Chrysale Gellor since the incident. 
  Although it has been rumored that he was at the 
  Richfest Celebrations as well. 
  • 
  DC 12: Sir Karl Whittenbock is said to have issued 
  an edict to all Knights of the Swan to enforce the 
  daylight curfew over all major settlements of the 
  County under penalty of imprisonment for a term 
  of questioning by church inquisitors and/or 
  available Justicars. 
  • 
  DC 15: Some knight’s entourages have been heard 
  to be arguing with other knights. Some want to 
  keep things the way they are and others want a 
  more progressive way of life. 
  • 
  DC 17: Justicars seem to be leaderless now that 
  the Contessa is dead. They have no one to which to 
  answer. 
   
  Choose one PC, preferably one that is a member of the 
  Underley Network; one of the Thieves Guilds; or 
  anyone who has a favorable notice of either group. If 
  you no hero qualifies, select one who would be most 
  loyal to the County (use your judgment); pull them 
  aside, and read them the following: 
   
  As you sit listening to the gossip, a man dressed in 
  plain attire approaches you and hands you a note. 
  You are not sure where he came from, but you 
  open the note all the same because it bears a 
  familiar mark on it. 
  The mark is either the Underley Network’s or the 
  Thieves Guild to which the PC belongs. (See Appendix 
  Two for a list of these marks. See Player Handout One 
  for the note.) 
   
  As you read the note, you realize that the man who 
  gave it to you has slipped away into the crowd 
  without notice. 
  If the characters agree to go with their companion, go 
  to Encounter 1: Meeting with the Enemy.  
  ENCOUNTER 1: MEETING 
  WITH THE ENEMY 
  Two heavily armored guards stop the characters at the 
  closed gates to the Conclave. Here they must give the 
  guard the password (“Working for the Swan”) or the 
  guard do not allowed them in. Read the following if 
  they give the correct password. 
   
  You give the guards at the gate your password and 
  they look you over briefly to satisfy themselves 
  that you are who they expect. 
   
  One of the guards leads you deep into the 
  Obsidian Conclave to a room within its walls 
  where you are told to wait. As the guard leaves, you 
  hear the audible click of the lock as he pulls the 
  door shut. 
  URC6-06 Enemy Of My Enemy 
   
  Page 5 
  
   
  The room is devoid of any furnishing but a 
  few hard- backed chairs. There are no windows 
  and only the door you entered through gives any 
  egress from the room. 
   
   
   
   
  Feel free to work on their sense of paranoia. 
    
  You wait an hour, two hours, maybe more. Just as 
  you start to think you have had enough, the door 
  opens and two people enter the room. An Oeridian 
  man in his 50’s with graying hair wearing an 
  amulet depicting Dragons holding a crest with a 
  leaping fox and an elven woman whose silk cloak 
  covers her entire body in shadow. The man greets 
  you all by name before saying. 
   
  “Gentleman (and Ladies), I am Jacobis 
  Underley, Lord Mage of the County of Urnst. I 
  have brought you here under these circumstances 
  in order to enlist your aid in a mission of the 
  utmost importance. Please take a seat.” 
   
  Allow the characters to react to this statement, as well 
  as to the fact that he has not been seen in public for 
  quite some time, before continuing.  
  Lord Underley smiles “Let me explain what 
  exactly I require you to do. However, first I would 
  like you to meet Shi'raena Teken’afin. She has 
  brought the information to us to aid in what we 
  seek, which is the assassin who killed the 
  Contessa. 
   
  Allow for a Knowledge (nobility) or Local (NMR or 
  core) or a Bardic Lore check of DC 15+APL to 
  determine that Shi’raena’s name is of Drow origin. 
  Characters who speak elven receive a +5 circumstance 
  bonus to this roll.  
   
  The cloaked female bows slightly to the characters, 
  but she does not remove her cloak, nor reveal her face 
  as she speaks. However, a DC 15+APL Spot check 
  reveals that she is a Drow. Give them Player Handout 
  Two. Any attempts to detect chaos or detect evil are met 
  with an overwhelming aura of either. (The person 
  casting the spell is stunned from this effect).  
   
  Those who cast detect magic are reprimanded by 
  Lord Underley and told to drop the spell before they 
  can discern anything from it other than the presence of 
  magic on both Lord Underley and his guest. If they 
  refuse to drop the spell, they are escorted from the 
  room and told that their services are no longer desired. 
  The adventure is over for this person and they receive 
  the Disfavor of Lord Underley AR award. 
   
   
  For all other characters, continue: 
  The woman speaks in a low, sultry voice. “A month 
  ago, two Drow entered your adventurer’s town of 
  Holbrook. They were lost. In the process of trying 
  to find their way to Radigast City, they killed a 
  farmer, his wife, and baby, as well as captured an 
  adventuress.” 
   
  “They tried to get information from the 
  adventuress; however, even though they raped her, 
  she would not tell them anything other than 
  Radigast City was to the north.” 
   
  A mocking tone enters her voice as she 
  continues the story. “They would have been caught 
  and killed if not for another adventurer who 
  thought it a good idea to sound a war horn and 
  alert these Drow to their precarious position. 
  Therefore, they were both able to leave that little 
  town via magical means before the group of 
  adventurers discovered them.” 
   
  She pauses for a moment to let her 
  information sink into your mind and rest 
  uncomfortably in the pit of your stomach. “The 
  two of them eventually arrived at the Richfest 
  celebration and killed the Contessa right before 
  your very eyes.” 
  Lord Underley picks up where the woman left 
  off, “I have promised your assistance in this 
  matter in order to bring to justice those who are 
  responsible for the death of our Contessa. You are 
  to seek out the encampment where they are hiding 
  and capture the assassins. In addition, you are to 
  bring back any information you can about the 
  area, their numbers, and their purpose. 
   
  Allow the characters to react to this statement and ask 
  questions of Shi’raena and Lord Underley. Below are 
  some possible questions they may ask. 
  QUESTIONS ASKED OF LORD UNDERLEY: 
  • 
  Tell us more about you. Refer to Adventure 
  Background. 
  • 
  How do we know she’s telling the truth? The 
  information given by Shi’raena has been proven 
  true after investigating a report given to the 
  Radigast City Beta Leatherwing commander, Lt. 
  Grindstone, by one of the Alpha riders. 
  • 
  Do you know this woman is a Drow? If so, why 
  are you working with her? Lord Underley 
  knows Shi’raena is a Drow, but he is willing to 
  work with her in order to get the assassins. 
  Sometimes you have to work with the enemy of 
  your enemy in order to see justice done. 
  • 
  Why is she working against her own kind? 
  Shi’raena is from a different sect of Drow, those 
  who worship Lolth, the Queen of the Demonweb 
  pits. The assassins are followers of Vhaeraun (Vay-
  rawn). [Same as above, only volunteer the 
  information if a character realizes what Shi’raena 
  is.] 
  • 
  What are we getting paid for this? You are 
  welcomed to keep anything you can find. 
  Moreover, the glory of finding the Contessa’s 
  assassin should provide ample payment. 
  URC6-06 Enemy Of My Enemy 
   
  Page 6 
  
  • 
  How long do we have to accomplish this 
  mission? As long as you need, but do not take too 
  long. 
  • 
  How public is this? In the current climate, I do 
  not want to have a bunch of people running 
  around looking for Drow. Keep it hushed. 
  • 
  How are we going to Didieln? Leave that up to 
  me. 
  QUESTIONS ASKED OF SHI’RAENA: 
  Remarks in parenthesis indicate information the 
  characters can pick up with a Sense Motive check 
  DC27. 
  • 
  How did the Drow assassins infiltrate 
  Richfest? The two Drow who fled Holbrook were 
  in disguise and not noticed by anyone at the 
  Richfest celebration. Most likely, they wore dark 
  cloaks and avoided the central areas. 
  • 
  How do you know they were in Holbrook? She 
  obtained all of her information from an informant 
  based in Holbrook. 
  • 
  Who are they? They are part of a group of 
  renegade Drow who follow Vhaeraun, the Masked 
  God. 
  • 
  Who is Vhaeraun? Vhaeraun is the son of 
  Corellon Larethian and Lolth. He is followed by 
  primarily male Drow who have forsaken their 
  belief in the Spider Queen and who want a male 
  dominated society. Most of them are rogues and 
  assassins. (See Player Handout Three: Visual Aids 
  for a picture of Vhaeraun’s unholy symbol.) 
  • 
  Why are these Drow here? This particular sect of 
  Drow has been working on the surface to further 
  their interests and expand their base of operations. 
  • 
  Where is their operation located? One such 
  base of operations is the Vinewind area, the city of 
  Didieln to be precise. That’s the last place she 
  heard they had been. 
  • 
  How do you know they are working to expand 
  to the surface? Her group has been watching the 
  Vhaeraun group for quite some time now. She will 
  not state who her group is. (Obviously, she knows 
  more than she lets on.) 
  • 
  Who are you? I am Shi’raena Teken’afin a 
  priestess of the Spider Queen. (She is not lying!) 
  She removes her hood and reveals herself to those 
  present. She is a very beautiful female Drow with 
  inky black skin, pure white hair, and pale blue 
  eyes. 
  • 
  What do you get out of this and why are you 
  helping us? Because the sect of Drow that 
  worship Vhaeraun are renegades and misfits. They 
  cannot be allowed to continue in their attempt to 
  claim the surface as their own. (It seems that the 
  characters are there to do her dirty work.) 
  • 
  How do you know so much? We have been 
  watching these Drow for many years now and I am 
  the one in charge of seeing they do not succeed at 
  what they are doing. I have spies in many places 
  who keep me informed of the house Rilyn’Virr’s 
  movements. 
  • 
  What is House Rilyn’Virr? Refer to the 
  Adventure Background. (Shi’raena twists the 
  information to make them look evil and dangerous 
  to the County). 
  • 
  Who in Holbrook works with you? I will not 
  tell you. (She will not, unless compelled 
  magically). 
  • 
  What are the names of the assassins? I do not 
  know at this time, but if you find out in your 
  investigation, I am very interested in the 
  information. One of them is a fighter of some 
  prowess who takes delight in torturing his captives 
  before killing them. He has a pale scar that runs 
  from his left temple to the corner of his mouth, 
  making it pull up in a crooked smile; when he 
  smiles that is. The other is a wizard of some power 
  who is inclined to wear expensive, black robes 
  with a purple satin lining. He is older than the 
  fighter by many years and has pale lavender 
  colored eyes. This color is rare among us. 
   
  Once the characters have asked their questions, Lord 
  Underley asks them if they are willing to go hunting 
  these assassins. If they say yes, go to Encounter Two: 
  Vinewind. If they refuse, the adventure is over. 
   
  As Lord Underley escorts the adventurers from 
  the Conclave, he hands a coin to the person with the 
  highest charisma, or someone who the group treats as a 
  leader (preferably not a paladin). He explains that the 
  coin enables him to find them if something goes 
  terribly wrong. 
   
  Troubleshooting: It is possible that rather than 
  listen to the Drow priestess, the characters attack her. 
  If this happens, she escapes via a word of recall spell. 
  This means that there is no information for the 
  characters to receive from her and the adventure is 
  over. Proceed to the Conclusion. 
   
  If any of the party refuses to work with the 
  priestess, they are welcome to find out information on 
  their own, but it is almost impossible to do so. Give 
  them an Intelligence or Wisdom check of DC 10 to 
  realize this. 
  All APLs (EL13) 
   
  � Shi’raena Teken’afin: Female elf [Drow] 
  Clr14 [Lolth]; hp 93. See Appendix One. 
   
  ENCOUNTER 2: 
  VINEWIND 
  Lord Underley gathers a number of wizards from 
  the Conclave and has you teleported just outside 
  of Didieln, the city that Shi’raena said was a good 
  URC6-06 Enemy Of My Enemy 
   
  Page 7 
  
  place to start your search for the Drow who had 
  assassinated the Contessa. 
  RUNNING THIS WITH A TIME LIMIT 
  This encounter can run very long. If you have enough 
  time, proceed to Word on the Street. However, in a 
  timed situation, read the following boxed text before 
  proceeding to Encounter 3: Nothing is what it appears 
  to be.  
   
  Your investigation in Didieln reveals a number of 
  leads, but the most promising one leads you to the 
  abandoned Temple of Berei. In the Temple district 
  of Didieln the temple has been abandoned for 
  twenty years.  
  WORD ON THE STREET 
  The characters can learn the following rumors and 
  information with a successful Gather Information 
  check as listed below. They gain all the information at 
  the lower DC’s as well. For every 20 gp they spend, they 
  gain a +5 circumstance bonus. 
   
  DC 5 – The Torquanns are backing Lord Duncombe 
  and his Regency. 
  DC 10 – Theft in the city seems to be on the rise, no 
  one’s property is safe anymore. 
  DC 15 – The owner of the Flawless Skin, a tanner’s 
  shop, mentioned that he’d been receiving some strange 
  orders lately. 
  DC 20 – Nova Daldon, the owner of the Blissful Glass 
  has chosen to close earlier since one of her waitresses 
  was attacked a few days ago. 
  DC 25 – The Tawdry Wench, another tavern located 
  in the rough part of town, has had an increased amount 
  of business lately. Most of the patrons are there in the 
  late evening hours. 
  DC 30 – The Didieln Bakery, was recently taken over 
  by a pretty, young elven woman who came from 
  Radigast City. Strange that… the last owner really did 
  not mention her desire to sell the business. 
  THE BLISSFUL GLASS 
  This inn owned by Nova Daldon, a female dwarf and 
  ex-adventurer, who was host to those characters who 
  played URC5-04 That Which Lurks. Nova recognizes 
  anyone that was here at that time and greets them by 
  name. She has the following information. 
  • 
  She heard rumors that there has been a lot of 
  activity occurring at night in the temple district. 
  • 
  One of her waitresses was attacked a few days ago 
  while she was hurrying to close up before the 
  curfew went into effect. The waitress refused to 
  elaborate on the nature of the attack or her 
  attackers. She has since left for Radigast (and 
  cannot be found during this adventure). 
  • 
  Lord Bryne is still seeking answers to his wife’s 
  betrayal and/or replacement by a Drow. 
  • 
  She suggests that if the characters are looking for 
  anything of interest, they might try The Didieln 
  Bakery in the center of town. 
  THE DIDIELN BAKERY 
  This bakery in the center of town is owned and run by 
  a slightly built, beautiful gray elf named Elecia 
  Elvandel. She greets everyone who enters her 
  establishment with a winsome smile and a sample of 
  her famous muffins.  
   
  Elecia is a member of the Birds of Prey and the 
  Underley Network. Any Rogue Guild member can 
  recognize this by the pin of an eagle she wears on her 
  dress, and Underley Network members can pick it up 
  in some of her hand gestures. Elecia tells the characters 
  the following information if they either declare they 
  are a member of any Guild, or the Underley Network, 
  or succeed at a Diplomacy check DC 15. She is fully 
  aware of the party’s mission. 
   
  Information for Underley Network Members  
  • 
  The Network has been watching several places in 
  town.  
  • 
  Elecia was sent here by Lord Underley to watch 
  the area because of the recent smuggling activity. 
   
  Information for Birds of Prey Members  
  • 
  The Guild has been watching several places in 
  town.  
  • 
  Elecia has also been on the watch for a new 
  Rogue’s Guild that seems to be operating in the 
  area. She suspects the Vipers have moved up from 
  Brotton to work in Didieln. 
   
  Information for Others 
  • 
  The Tawdry Wench seems to have more patrons 
  during the late hours of the evening than they 
  ever did before. 
  • 
  The Flawless Skin has seen an increase in the sales 
  of black leather.  
  • 
  There has been some increased activity around the 
  abandoned Berei temple in the late evenings 
  despite the curfew in effect. (Knowledge (religion) 
  check DC 15 reveals that Berei is a lesser deity of 
  home, family, and agriculture.) 
  • 
  The temple was abandoned several years ago with 
  most of its worshippers turning to the larger 
  temple of Beory for their spiritual needs. 
  URC6-06 Enemy Of My Enemy 
   
  Page 8 
  
  ALDO THORNQUIST 
  Aldo Thornquist is the constable of Didieln and will 
  recognize those who have played URC5-04 That Which 
  Lurks. He has the following information for those he 
  has met before. 
  • 
  He and Lord Garnwick Bryne continued to 
  investigate the smuggling that was occurring in 
  the city. 
  • 
  They followed the tunnel out of the underground 
  temple located in Baron Belin Torquann’s home 
  into the forest behind. The tunnel turned into a 
  dead end. 
  • 
  He has looked into the attack on the barmaid from 
  the Blissful Glass. She claims she was assaulted by 
  dark skinned men. 
  • 
  If asked about Lord Bryne, Aldo states that he is 
  out of town visiting the Lord Vintner Deremett 
  Torquann. However, those with the favor of Lord 
  Bryne may purchase any ring from the DMG 
  under 5,000 gp in Didieln at this time. Once this 
  favor is used, it must be crossed off their AR for 
  URC5-04. 
  THE TAWDRY WENCH 
  Located in the eastern part of town in the 
  Manufacturing District, the Tawdry Wench is a tavern 
  that caters to the seedier population of Didieln. This is 
  not a nice place for anyone who looks wealthy. Only 
  those who look like a normal laborer are likely to get 
  any information here. 
  • 
  The smuggling that had occurred here in town 
  seems to have quieted down lately. However, theft 
  seems to be on the rise. 
  • 
  A fellow who works at the Flawless Skin had said 
  there was an upswing in orders for black leather.  
  • 
  One of the workers can tell the party that he has 
  seen quite a bit of activity in the temple district 
  late at night. He does not know why. 
  THE FLAWLESS SKIN 
  The Flawless Skin is a tanner’s shop, which is self 
  evident when the characters get within half a block of 
  it. Inside are several dozen workers who are tanning 
  hides of all types and colors.  
   
  The owner of the Flawless Skin is a gruff fellow by 
  the name of Relamos. Relamos is a human male in his 
  forties. He is dressed in a black leather apron and in 
  clothes that have not seen a washerwoman in weeks. 
  He smells just as bad as his warehouse does. He offers 
  the adventurers the following information for a 
  persuasive sum of 50 gp. 
  • 
  Quite a few orders for black, worked leather has 
  come in. 
  • 
  The person he always takes the orders from is a 
  slightly built man, or perhaps an elf of some type. 
  The man always orders black leather or studded 
  leather armor. He has never had a good look at the 
  man though because all transactions have taken 
  place in low-lit areas. The only thing he really 
  noticed is that the man’s eyes seemed to glow in 
  the darkness. 
  • 
  There has been some increased activity around the 
  temple district in the late evenings. 
  THE TEMPLES 
  Pelor 
  • 
  The temple of Pelor is headed by Gwyneth Henge 
  Emerald (NG Female Cleric 6/RadServ4). She can 
  tell the party that she has not noticed anything 
  different in the area and the temple to Berei has 
  been abandoned for over twenty years. 
  Beory 
  • 
  Headed by Trunikhar Pero (NG male Cleric 12 – 
  Beory). Trunikhar tells the party that the 
  congregation of the temple started to grow slowly 
  since the priestess of Berei left for unknown parts 
  some 20 years ago. She seemed to disappear 
  overnight and no one has heard from her since. 
  Zilchus 
  • 
  Headed up by Purchaser Enturn Risdar (N male 
  Cleric 10). He has noticed some new activity 
  around the temple of Berei, but nothing out of the 
  ordinary. He thinks vagrants are using it as a place 
  to sleep. 
  THE CURFEW 
  Because there is a curfew in effect, any member of the 
  Knights of the Swan or the Army can obtain a pass 
  from the local constable, Aldo Thornquist, to patrol 
  after hours. 
   
  Development: Presumably, the adventurers realize 
  that they should go investigate the temple district. 
  Therefore, continue to the next encounter. 
  ENCOUNTER 3: NOTHING IS 
  WHAT IT APPEARS TO BE 
   
  The abandoned temple has a symbol of a sheaf of 
  wheat stalks that is now barely visible above the 
  entrance, as well as carved into the doors. The 
  place looks run down from misuse. 
   
  Regardless of what time of day the characters 
  investigate, they find the upper area of the Berei 
  temple is typical for a building of this type. There is 
  quite a bit of debris from broken statues, pews, and bits 
  of loose trash that has blown into the building over 
  time.  
  URC6-06 Enemy Of My Enemy 
   
  Page 9 
  
   
  A Search check DC 20 reveals a hidden floor panel 
  just behind the altar. 
   
  The opening leads down an unlit flight of stairs to 
  a temple to Vhaeraun. The temple is unlit here as well 
  because the worshippers do not require light to 
  perform their duties. See Appendix Three: The Temple 
   for a map of the temple. If the characters use light, the 
  Drow are ready for them. If they do not use light, roll 
  Listen checks for the Drow to hear the adventurers 
  coming. 
   
  At each APL, the Drow are accompanied by 
  various slaves who fight to protect the priest they do so 
  without receiving orders and keep fighting even if 
  their Drow masters have been killed. 
  APL 2 (EL 4) 
   
  � Cleric of Vhaeraun: male elf (Drow) Cleric 
  2; hp 15. Appendix One. 
   
  � Goblins (4): hp 5. Monster Manual pp 133. 
  APL 4 (EL 6) 
   
  � Cleric of Vhaeraun: male elf (Drow) Cleric 
  3; hp 32. Appendix One. 
   
  � Hobgoblin Fighter (5): male humanoid 
  (goblin) Fighter 1; hp 13 each. Appendix One.  
  APL 6 (EL 8)  
   
   
  � Cleric of Vhaeraun: male elf (Drow) Cleric 
  5; hp 41. Appendix One. 
   
  � Hobgoblin Fighter (3): male humanoid 
  (goblin) Fighter 3; hp 26. Appendix One. 
   
  � Hobgoblin Rogue: male humanoid (goblin) 
  Rogue 2; hp 15. Appendix One. 
  APL 8 (EL 10) 
   
  � Cleric of Vhaeraun, male elf (Drow) Cleric 
  7; hp 60. Appendix One. 
   
  � Drider Sorcerer: hp 45. Monster Manual pp. 
  89. 
   
  � Bugbear Fighter (2): medium humanoid 
  Fighter 2; hp 34. Appendix One. 
  APL 10 (EL 12) 
   
  � Cleric of Vhaeraun, male elf (Drow) Cleric 7 
  /War Priest 2; hp 66. Appendix One. 
   
  � Drider Sorcerer (1): hp 45. Monster Manual 
  pp. 89 
   
  � Umber Hulk (2): hp 71. Monster Manual pp  
  248. 
   
  � Bugbear Fighter (2): medium humanoid 
  Fighter 5; hp 63. Appendix One. 
  APL 12 (EL 14) 
   
  � Cleric of Vhaeraun: male elf (Drow) Cleric 
  7/Warpriest 4; hp 66. Appendix One. 
   
  � Drider 
  Sorcerer 
  (2): 
  large 
  aberration 
  Sorcerer 3; hp 64, 44. Appendix One. 
   
  � Umber Hulk (2): hp 71. Monster Manual pp 
  248. 
   
  Tactics: At all APLs, the Drow attack to kill the 
  person(s) with the least amount of armor. There is no 
  honor here, just determination to kill as quickly as 
  possible. Swarming and overwhelming tactics are used. 
  The slaves are used to absorb attacks of opportunity in 
  order to afford the tougher Drow a chance to engage a 
  soft-body. Any individual wielding a melee weapon is 
  ignored in favor of engaging a caster or an archer. 
  Concentrate all attacks until one drops. Keep in mind 
  that Drow are ruthless and do not give any quarter.  
   
  APL 6: The hobgoblin fighters focus their attacks 
  on one foe at a time using their Power Attack and 
  Shield Mate feats along with the rogue. 
   
  APL10-12: The umber hulks wait until they feel 
  the entire party enter the room and combat begins. 
  They burrow through the walls to attack the rear of the 
  party (effectively supporting the Drow). If some 
  characters separate from the party (say by staying in the 
  stairway), the umber hulks try to move in to flank. All 
  the villains are unaffected by the umber hulks gaze 
  attack due to a magical blindfold they are all wearing. 
   
  Development: If any of the villains are caught and 
  questioned, they bite down on a poison-filled tooth and 
  commit suicide in order not to be questioned. 
   
  If the party searches the cleric, they will find a 
  note on how to disable the trap on the secret door in 
  his room. They can find the secret passage that leads 
  from the temple into the UnderOerth with a successful 
  search DC 20. 
   
  ENCOUNTER 4: INTO THE 
  DARKNESS 
  The passage way leads for miles and miles into the 
  darkness. The further you travel, the more you can 
  feel the land over your head pressing down upon 
  you and there are times when you feel as if you 
  might suffocate in the closeness around you. 
   
  You travel for the better part of two days and 
  perhaps begin to wonder if you will ever find the 
  Drow you seek. 
   
  Allow for a Track check DC 15 to locate and follow the 
  trail of booted feet. Some of the footprints are small 
  humanoids and some are large. The tracks eventually 
  lead to the drow encampment 
   
  On the second day, read or paraphrase the 
  following. 
   
  The silence of the caverns is shattered by the 
  sound of a conflict nearby. Listening closely, you 
  can tell which of the branching caverns it is 
  coming from although it sounds like it is echoing 
  from everywhere. 
   
  Roll initiative and allow the characters to respond, if 
  they go to investigate, read or paraphrase the below 
  URC6-06 Enemy Of My Enemy 
   
  Page 10 
  
  text. The battle is taking place in the next cavern, 
  which is about a hundred yards from the party’s 
  current location.  
   
  If they do not go to investigate, the fight comes to 
  them so adjust the below text accordingly. (See Player 
  Handout Three: Visual Aids, for a picture of the 
  Desmodu you can share with the players.) 
   
  As you come upon the area where you know the 
  sounds were coming from, you see a strange sight.  
   
  Fleeing from a group Drow and other 
  creatures is a small humanoid that appears to be 
  part human, part bat. He is making a high-pitched 
  sound that you can barely hear, almost as if he is 
  screaming in fear. Lying several yards behind him 
  is one of the largest bats you have ever seen in 
  your life. Even those among you with no healing 
  skill can tell that the bat person is losing the battle 
  and will be dead soon if no one intervenes. 
   
  A Knowledge (nature or local NMR) check of DC 19 
  reveals that the bat-like creature is a Desmodu, a type of 
  humanoid that not only resembles a bat, but is closely 
  associated with raising them as war-trained mounts as 
  well. This particular Desmodu is a child or juvenile, not 
  an adult. Desmodu are highly isolationists creatures.  
   
  If Danak is directly attacked by any of the 
  characters, he will go into a fully defensive posture and 
  will cower away from them.  
  All APLs 
   
  � Danak: small monstrous humanoid; AC 14; 
  hp 30 (wounded). 
  APL 2 (EL 3) 
   
  � Drow Wizard: medium elf (Drow) Wizard 1; 
  hp 6; Appendix One.  
   
  � Goblins (4): hp 5. Monster Manual pp 133. 
  APL 4 (EL 5) 
   
  � Drow Wizard: medium elf (Drow) Wizard 3; 
  hp 13. Appendix One. 
   
  � Hobgoblin (5): hp 6. Monster Manual pp 29. 
  APL 6 (EL 7) 
   
  � Drow Wizard: medium elf (Drow) Wizard 5; 
  hp 19. Appendix One. 
   
  � Troglodyte (5): hp 13. Monster Manual pp 246. 
  APL 8 (EL 9) 
   
  � Drow Wizard: medium elf (Drow) Wizard 7; 
  hp 23. Appendix One. 
   
  � Bugbear (5): hp 16 each. Monster Manual pp 
  29. 
  APL 10 (EL 11) 
   
  � Drow Wizard: medium elf (Drow) Wizard 9; 
  hp 30. Appendix One. 
   
  � Minotaur (5): hp 39 each. Monster Manual 
  pp 188. 
  APL 12 (EL 13) 
   
  � Drow Wizard: medium elf (Drow) Wizard 
  9/Acolyte of the Skin 2; hp 41. Appendix One. 
   
  Destrachan (2): hp 60 each. Monster Manual pp 49. 
   
  � Minotaur (2): hp 39 each. Monster Manual 
  pp 188. 
   
  Tactics: The adventurers are the immediate threat 
  here. Fear of discovery drives the Drow to attack and 
  battle to the death. These foes forego any melee 
  combat, looking for unarmored casters and/or archers. 
  All attacks are targeted at a lone individual until that 
  person drops or retreats. This tactic is repeated 
  whenever possible. The Desmodu is unable to assist in 
  the fight because he is too weak. 
   
  Development: If the characters kill off the Drow and 
  their minions and the Desmodu lives, go to Encounter 
  5: Denizens of Underoerth.  
   
  If the Desmodu is killed by the creatures he is 
  confronting, or by the party, they DO NOT meet the 
  Desmodu! Proceed directly to Encounter 6: The Dream. 
   
  AR REWARDS 
  • 
  If the party saves the Desmodu Youth, they receive 
  the “Favor of the Desmodu” AR award. 
  • 
  If the party allows the Desmodu Youth to be killed 
  at the hands of his attackers, they receive the 
  “Failure to Contact the Desmodu” AR award. 
  • 
  If any party member or members actively 
  participates in the death of the Desmodu Youth, 
  they receive the “Enmity of the Desmodu” AR 
  award. 
  ENCOUNTER 5: DENIZENS 
  OF UNDEROERTH 
  The Desmodu speaks Undercommon and Terran, in 
  addition to a language of their own (Desmodu). If no 
  one speaks these languages, he pantomimes his 
  appreciation and signal for the party to follow him.  
   
  If anyone speaks any of these languages, he thanks 
  them and tell them the following information. Danak 
  may also communicate this if the characters role-play it 
  with sign language or drawing. 
  • 
  His race is called the Desmodu. 
  • 
  His name is Danak. 
  • 
  The creatures that he was fighting have been 
  attacking their settlement for several weeks now. 
  • 
  He was testing out his mother’s new bat and was 
  not supposed to have flown so far from their 
  enclave. 
  • 
  He is going to be in big trouble when his mother 
  finds out what he’s done. 
   
  URC6-06 Enemy Of My Enemy 
   
  Page 11 
  
  Danak leads you for several miles through 
  twisting tunnels further under ground. You are 
  certain that if he was not guiding you, that you 
  would become quickly lost. 
   
  Finally, he leads you into the largest cavern 
  you have seen yet. The high ceiling is filled with 
  stalagmites and the sounds of life. Not only is the 
  cavern full of other Desmodu, but with bats of 
  varying sizes as well. For those who have seen the 
  bats raised by the dwarves of the Greyhills, you can 
  tell that these bats are different. 
   
  As you stand gazing about, your guide emits 
  the same high-pitched sound you heard before. A 
  flurry of activity from the roof of the cavern is 
  heard in response. 
   
  Several large Desmodu begin to gather and 
  after a brief conversation with the guide, they turn 
  to you.  
   
   
  The oldest of the Desmodu steps forward and 
  in a halting common, she says, “Thank you for 
  helping my son. Please feel free to rest here for the 
  night, but in the morning you must be on your 
  way.” 
   
  She can answer the following questions: 
  • 
  Who are you? We are the Desmodu. 
  • 
  How long have you lived here? Hundreds of 
  years. 
  • 
  Who are these others? The group they are 
  meeting with is the council, which is comprised of 
  several male and female Desmodu. 
  • 
  What does the council do? The council handles 
  affairs that concern the entire settlement, but the 
  settlement is primarily made up of individual 
  family groups. 
  • 
  Did you raise all of these bats? Yes, we ride 
  them into battle and use them for patrolling. 
  • 
  Are the bats for sale? No, they are like family to 
  us and we would never sell them. 
  • 
  Have you seen Drow lately? Yes, we have been 
  having trouble with a new settlement of dark 
  elves. 
  • 
  Have you fought the Drow more than this 
  once? Yes, we have lost many warriors to battles 
  with the dark elves.  
  • 
  Do you know where the Drow encampment 
  is? Yes, we can give you directions. 
  • 
  Can you help us fight the Drow? No, we do not 
  want to be involved in your argument with them; 
  we have enough trouble of our own. 
  • 
  How big is the Drow enclave? They have 
  occupied an immense cavern and have many, 
  many Drow and slaves within. (The impression 
  given is in the hundreds) 
  • 
  How far is the Drow enclave? Two days’ journey 
  from here. 
   
  Development: The Desmodu are mostly indifferent to 
  the characters, but they offer to trade some of their 
  items with the party. They are looking for new and 
  unusual items and are shrewd enough not to allow 
  themselves to be cheated. If they feel any of the 
  characters are trying to cheat them, they insist the 
  party leave. Any trades for Desmodu items must occur 
  now. The Desmodu make it very clear that they do not 
  want to see these surface dwellers any time in the near 
  future and repeat visits would not be welcome. 
   
  If the party treats them fairly, they are allowed to 
  stay the night in the Desmodu cavern. 
   
  Items for trade include:  
  • 
  Breathing Mask This mask covers the user’s 
  whole face and provides fresh air for up to 4 hours. 
  The air supply can be replaced. (1,000 gp). 
  • 
  Wire Cable: This cable is thinner, stronger, and 
  lighter than silk rope. It has 10 hp and hardness 5. 
  It can be burst with a Strength check at DC 32. (25 
  gp) 
  • 
  Cablespool: This gadget can carry 100 feet of 
  cable in an enclosed reel. The spring-wound reel 
  can pull in 100 feet of cable in 1 round with a 
  Strength of 16. (125 gp) 
  • 
  Frostfire: This sticky adhesive substance drains 
  away heat when exposed to air or moisture (SS47) 
  (40 gp) 
  • 
  Bladefire: Similar to alchemist’s fire but applied to 
  weapons lasts 1d6 rounds, provides light as a torch, 
  the weapon deals 1 point of fire damage. 
  (A&EG33) 
  ENCOUNTER 6: THE DREAM 
  Allow the party to travel on, either after leaving the 
  Drow encampment, or after failing to save the 
  Desmodu. 
   
  As the party beds down for the night, pull aside 
  the person who was given the token by Lord Underley. 
  If they have discarded the token, pull them aside just 
  the same. If that person is protected by a protection from 
  evil, choose another person at random. This person 
  receives a dream in the night. Read or paraphrase the 
  following: 
  You fall into a fitful sleep that seems haunted by 
  the events of the day and just as you think you are 
  finally slipping towards peaceful dreams, you feel 
  as if your arms and legs are being held down. You 
  realize that you are lying in the center of a huge 
  web and you are surrounded by thousands of large 
  spiders. One of them approaches you and then 
  changes shape, transforming into. Shi’raena 
  Teken’afin.  
   
  “Do not be alarmed,” she says with upraised 
  hands. “This is only a dream. I have been following 
  URC6-06 Enemy Of My Enemy 
   
  Page 12 
  
  your progress and have discovered that you will be 
  coming to a very large encampment of Vhaeraun 
  followers. Unfortunately, you will not be able to 
  penetrate the camp to find those you seek without 
  some assistance.” 
   
  She smiled grimly as she continued, “I have a 
  large army waiting to attack the camp. However, 
  they know we are coming and have begun a ritual 
  to summon a powerful demon. I need you and 
  your friends to stop that ceremony in order for us 
  to succeed.” 
   
  “I have sent an invisible agent into the area 
  where you are sleeping and he has left you 
  something that will prevent your death at the 
  hands of my own troops. They are badges that 
  identify you as friends of House Teken’afin. Wear 
  them.” 
   
  “Your attack should be focus on a side cavern 
  with the Mask of Vhaerun over it. That is where 
  they are performing their summoning ritual. My 
  people will aid you as long as they are able to see 
  that you get there. Good hunting.” 
   
  Her voice fades off into the dream and you 
  find yourself waking. Lying beside you is a black 
  leather bag that you do not recognize. 
   
  The bag contains Drow house insignia. They have no 
  power other than to identify the wearer as a friend of 
  House Teken’afin. (A picture of the symbol on the 
  badge can be found in Player Handout Three: Visual 
  Aids). 
  ENCOUNTER 7: ENEMY OF 
  MY ENEMY 
  Allow the characters to decide how to get to the camp. 
  Once they are down, they have to make their way 
  across to the open area in the center of the camp where 
  the ritual is taking place. See Appendix Four: The 
  Summoning Cave 
   
  Once the characters have made their plans to 
  reach it, Shi’reana launches her assault. The entire 
  northern wall of the cave explodes and thousand of vile 
  creatures poor in. The clash of the two Drow houses 
  has begun.  
  It takes the party several rounds to 
  cross to the ritual area and they are coming in from the 
  south. All entrances to the cavern are guarded and 
  there are hundreds of Drow and slaves in the area. 
  However, most of the combatants head to the north of 
  the cavern when Shi’raena and her army attack. This 
  gives the party the needed distraction in order to make 
  their way to the summoning circle. 
   
   Along the way they encounter various Drow; 
  some who belong to the House Rilyn‘Virr and some to 
  the House Teken’afin. When those from the Teken’afin 
  house see the badges the characters are wearing, they 
  turn aside to attack any of the House Rilyn‘Virr Drow 
  or slaves instead. 
   
  Feel free to freeform this part of the encounter as 
  you see fit. 
   
  Once they reach the cave in which the ceremony 
  is taking place, the party has to make their way down a 
  40 foot long, 10 foot high, tunnel before reaching the 
  entrance. 
   
  The cave itself is unlit except for the glow of magic 
  coming from the summoning circle in the middle. 
   
  Before the party enters the cave, they are met by 
  the guards and their ‘guard dogs’. In addition, the 
  cavern is unhallowed with a dispel magic  tied to it (cast at 
  10th level). 
   
  See Appendix Four: The Summoning Cave for a 
  map of the cave.  
  APL 2 (EL 5) 
   
  � Displacer Beast: hp 51. Monster Manual pp 
  66. 
   
  � Drow Fighter: male elf [Drow] Fighter 1; hp 
  12. Appendix One.  
  APL 4 (EL 7) 
   
  � Advanced Displacer Beast: hp 76. See 
  Appendix One. 
   
  � Drow Fighter: male elf [Drow] Fighter 2; hp 
  28; Appendix One. 
  APL 6 (EL 9)  
   
  � Advanced Displacer Beast (2): hp 76, 75. See 
  Appendix One. 
   
  � Drow Fighter: male elf [Drow] Fighter 6; hp 
  57; Appendix One. 
  APL 8 (EL 11) 
   
  � Hound of the Gloom: hp 156. Appendix 
  One. 
   
  � Drow Half Dragon Fighter: male medium 
  dragon (elf) Fighter 4; hp 62; Appendix One. 
   
  � Drow Monk: male medium humanoid (elf) 
  Monk 7; hp 53; Appendix One. 
  APL 10 (EL 13) 
   
  � Hound of the Gloom (3): hp 156 each. 
  Appendix One. 
   
  � Drow Half Dragon Fighter: male medium 
  dragon (elf) Fighter 7; hp 84; Appendix One. 
   
  � Drow Monk: male medium humanoid (elf) 
  Monk 9; hp 72; Appendix One. 
  APL 12 (EL 15) 
   
  � Advanced Hound of the Gloom (3): hp 216 
  each. Appendix One. 
   
  � Drow Half Dragon Fighter: male medium 
  dragon (elf) Fighter 9; hp 117; Appendix One. 
   
  � Drow Monk: male medium humanoid (elf) 
  Monk 9; hp 72; Appendix One. 
   
  Tactics: These Drow are more dangerous than their 
  counterparts. The animals engage the first target they 
  can, and the intelligent combatants use this distraction 
  to try to kill any caster as quick as possible. If anybody 
  URC6-06 Enemy Of My Enemy 
   
  Page 13 
  
  shows any ranged attacks during combat, the 
  intelligent creature seeks any cover possible and 
  continue their deadly attacks on the casters. 
  DISRUPTING THE RITUAL 
  The characters only need to take out one of the clerics 
  (causing damage, enchanting, distracting, etc) from the 
  summoning circle to disrupt the ceremony. If the party 
  is successful in doing so, which is the general idea here, 
  then read the following. 
   
   
   
   
   
   
   
  All APLs 
   
  � Drow Clerics (6): medium elf (drow); AC 16; 
  hp 40; (Concentration +10+APL).  
  The shimmering that had begun in the circle fades 
  away with a nightmarish cry that rings out over 
  the encampment. You sigh in relief that the 
  creature being called did not arrive and that you 
  were successful. 
   
  All drow clerics die from the backlash of power as the 
  ritual is interrupted. If the characters want to chase 
  them down and kill them, let them do so, but they get 
  no XP for this. 
   
   
  Troubleshooting: If by some odd chance the party 
  does not interrupt the ceremony, a hideous creature 
  appears in the summoning circle. 
   
  If this happens, they have lost the fight and should 
  realize that they need to flee in order to survive. The 
  creature teleports out of the cavern to the front lines of 
  the battle to join the fray on the side of House 
  Rilyn‘Virr. 
   
  Go to the conclusion if the fight is lost. 
  ENCOUNTER 8: THE BATTLE 
  IS WON 
  At the conclusion of the battle, if the party is 
  successful, read or paraphrase the following: 
  The cavern is filled with the smell of smoke and 
  blood, but you are victorious over those that 
  attacked you. As you stand surveying the carnage 
  and watching the fleeing slaves that lived, you see 
  Shi’raena Teken’afin crossing the battlefield 
  toward you. 
  She is followed by several warriors, as well as 
  priestesses 
  carrying 
  whips 
  with 
  writhing 
  snakeheads and a hideous creature. It looks like a 
  tentacled blob of melted wax and you can smell a 
  foul stench coming from it as it draws near. 
   
  Ask of a Knowledge (the planes) check DC16 to 
  identify 
  the 
  creature 
  as 
  a 
  Yochlol 
  (Lolth’s 
  handmaidens). Give out the picture of the Yochlol on 
  Player Handout Three: Visual Aids. If the characters 
  fail to identify the creature, make sure you remove the 
  name from the handout. 
  “Well done,” she says as she looks you over. “I 
  believe this is what you were seeking.”  
  As she says this, two of the other female Drow 
  step forward and drop the unconscious bodies of 
  two male Drow at your feet. 
   
  “Here are your assassins. They will be 
  conscious in a few hours and you can question 
  them if you like. I would suggest you keep them 
  bound and unconscious however. After all, they 
  were powerful enough to take out your Contessa”  
  She smiles at all of you, “I want to thank all of 
  you for your assistance in this matter. This was a 
  great victory for Lolth and us. Perhaps, we can 
  work together again in the future.” 
   
  She begins to walk away and then, as if in an 
  afterthought, she turns back to you. “If you would 
  like, I could take those two off your hands and 
  give them a punishment much more fitting than 
  what you would give them.” 
   
  Let the party decide if they want to give up the 
  assassins to the priestess. Regardless of what they 
  decide, she does not reveal any emotion; she simply 
  leaves with, or without, the assassins. However, a Sense 
  Motive of DC 27 will reveal that she is not happy with 
  the group’s decision to keep the assassins, or that she is 
  ecstatic that she has them in her possession depending 
  on the character’s decision. 
  INTERROGATING THE ASSASSINS 
  If the party keeps the assassins, they have the following 
  information that they tell the party if they manage to 
  bully it out of them with a DC 20 Intimidate check. 
  (This information is repeated in the conclusion if they 
  assassins are taken to Lord Underley.) 
  • 
  Why did you kill the Contessa? We were sent 
  by House Rilyn‘Virr to take out the Contessa to 
  create strife in the County. 
  • 
  Who sent you? The head of house Rilyn’Virr. He 
  said he was paid to do so by someone else, but we 
  do not know who. 
  • 
  Who else helped you? We have been working 
  through the Viper Rogue’s Guild. They were our 
  source of information.  
  • 
  Why can we not contact the Contessa spirit? 
  The weapon we used to kill the Contessa was a 
  thinaun blade. 
  • 
  Where is that blade now? The blade was sold to a 
  powerful Drow in the Fennelmore swamp who 
  had his own interest in it. 
  • 
  How did you end up in Holbrook first? The 
  teleport went awry and we ended up off course 
  If the party does not keep the assassins and gives them 
  Shi’raena, go to the conclusion.  
  URC6-06 Enemy Of My Enemy 
   
  Page 14 
  
   
  If they keep the assassins, go to the next encounter 
  only if you have time, and your party has agreed to play 
  the optional encounter.  
   
  Troubleshooting: If the party decides to attack the 
  Lolth priestess and her entourage, then narrate their 
  defeat and capture by the Drow. The odds against them 
  are overwhelming and impossible to beat in this 
  instance. She is here with an army that can beat the 
  characters down and not kill them; however, they are 
  enslaved. Alternatively, any hero abandoned in the 
  caves during the fights are also enslaved. 
   
  The characters are kept captive for 20 TU's and 
  then will be rescued through negotiations by Lord 
  Underley. They will also receive the enmity of Lord 
  Underley and the Drow priestess, which you should 
  note on their AR. 
   
  ENCOUNTER 9 (OPTIONAL): 
  RUNNING THE GAUNTLET 
  This encounter is an additional encounter the 
  characters may fight. It costs them one additional TU 
  for characters from the County and 2 for out-of-
  towners. Run this optional encounter only if you have 
  time and only if the characters have decided to take the 
  assassins with them. 
   
  Shi’raena has no liking for the surface dwellers 
  who aided her in this mission. In addition, if word 
  were to get out that she had their aid, she would be 
  shamed before the other, more powerful Drow leaders. 
  Therefore, Shi’raena sends some of her minions after 
  the characters in an effort to stop them from reaching 
  the surface with their tale.  
   
  Of course, she could have simply killed them after 
  the battle, and blamed it on the circumstances, but she 
  had no idea if the characters were being watched by 
  anyone else; much better to do the deed on the sly. 
   
  As the party makes its way back to the surface, 
  they are attacked first by some summoned creatures 
  that Shi’raena has placed ahead of them, then by some 
  more powerful beings. 
   
  These encounters run back-to-back with no rest 
  between. Therefore, allow APLs 2-6 to rest before 
  giving them the optional encounters. Do not allow 
  APLs 8 and up to do so. 
  ENCOUNTER 9A: THE ITSY 
  BITSY SPIDER 
  These spiders are all the result of insane experiments 
  made in the secret laboratories of house Teken’afin. 
  These spiders are loyal to the priestesses of Lolth and 
  believe themselves to be divine in origin.  
   
  They are vicious and murderous creatures intent 
  on causing as much death and chaos as they can. Their 
  predatory nature makes them ideal guard for those who 
  worship the Queen of the Demonweb Pits. 
   
  Shi’raena has sent them to try and recover the 
  assassins to use in vile experiments.  
  APL2 (EL3) 
   
  � Fiendish spellwarped medium monstrous 
  spider (2): hp15 each, see Appendix One 
   
  � Fiendish spider swarm: hp 9, see Appendix 
  One 
  APL4 (EL5) 
   
  � Fiendish spellwarped large monstrous 
  spider: hp30, see Appendix One 
   
  � Fiendish spellwarped medium monstrous 
  spider: hp15, see Appendix One 
   
  � Fiendish spider swarm: hp 9, see Appendix 
  One 
  APL6 (EL7) 
   
  � Fiendish spellwarped advanced large 
  monstrous spider: hp52, see Appendix One 
   
  � Fiendish spellwarped large monstrous 
  spider: hp30, see Appendix One 
  APL8 (EL9) 
   
  � Fiendish spellwarped advanced large 
  monstrous spiders (2): hp 52 each. See Appendix 
  One 
   
  � Fiendish spellwarped large monstrous 
  spiders (2): hp30 each, see Appendix One 
  APL10 (EL10) 
   
  � Fiendish spellwarped advanced large 
  monstrous spider: hp93, see Appendix One 
   
  � Fiendish spellwarped advanced large 
  monstrous spider: hp52, see Appendix One  
  APL12 (EL13) 
   
  � Fiendish spellwarped advanced large 
  monstrous spiders (3): hp93, see Appendix One 
   
  Tactics: The spiders are latched to the ceiling of the 
  cavern and come down where they try to Snatch small 
  party members first. The swarms merely go down and 
  try to hurt as many people they can. These creatures 
  ARE intelligent and the swarms move to avoid hurting 
  their mothers. 
   
  Development: If the characters abandon the assassins, 
  the attack will be broken off and the second attack will 
  not happen. 
   
  If any of the characters are captured in this 
  encounter, they will be enslaved for 20 TU’s until their 
  release can be obtained. 
  URC6-06 Enemy Of My Enemy 
   
  Page 15 
  
  ENCOUNTER 9B: WELCOME 
  TO MY PARLOR 
  Shi’raena decides to step it up a bit on this next part of 
  the hero’s escape from the UnderOerth, by sending 
  something decidedly different after them. However, 
  she is willing to negotiate with them for the release of 
  the prisoners, so she sends a Halfling along with the 
  monsters.  
   
  He speaks to the group first and offers them coin 
  in return for the assassins. For each APL, the coin 
  varies (see the Treasure section).  
   
  If the party accepts the money in exchange for the 
  assassins, the monsters leave, taking the Halfling slave 
  and the assassins with them. 
  All APLs (Non-combatant) 
   
  � Drogo 
  Bracegirdle: 
  male 
  halfling 
  Commoner 3; hp 6. 
  APL 2 (EL 3) 
   
   � Half Fiend Draegloth: hp 39. Appendix 
  One. 
  APL 4 (EL 5) 
   
  � Half Fiend Draegloth (2): hp 39 each. 
  Appendix One. 
  APL 6 (EL 7) 
   
  � Yochlol (2): hp 33. Appendix One. 
  APL 8 (EL 9) 
   
  � Yochlol (2): hp 33. Appendix One. 
   
  � Succubus: hp 33. Monster Manual pp 47. 
  APL 10 (EL 11) 
   
  � Yochlol (2): hp 33. Appendix One. 
   
  � Succubus: hp 33. Monster Manual pp 47. 
   
  � Aspect of Lolth: hp 105. Appendix One. 
  APL 12 (EL 12) 
   
  � Yochlol (2): hp 33. Appendix One. 
   
  � Succubus: hp 33. Monster Manual pp 47. 
   
  � Aspect of Lolth: hp 105. Appendix One. 
   
  � Herzou: hp 138. Monster Manual pp 44. 
   
  Tactics: At the upper APLs, the Halfling is flanked by 
  the Yochlol in their female Drow form and the 
  succubus in the form of another Halfling. Any other 
  monsters are standing 30 feet behind the Halfling as he 
  makes his offer. They too look like female drow if that 
  is their ability. 
   
  If the party does not negotiate with the Halfling 
  for the assassins, the monsters attack immediately. The 
  Halfling hides in order to stay safe and see if the 
  characters are victorious. 
   
  If any of the characters begins to cast a spell 
  during the negotiations, no matter what the spell is, the 
  enemy will attack and negotiations are broken off. 
   
  These spell-wielding enemies use every power at 
  their disposal to slay the party at their leisure. Make 
  sure to read and understand their magical abilities, 
  utilize this to best watch, and then engage the party 
   
  Development: If the characters abandon, or trade for, 
  the assassins, the attack is either broken off, or will not 
  occur. In which case they still get full experience for 
  the encounter. 
   
  If any of the characters are captured in this 
  encounter, they will be enslaved for 20 TU’s until their 
  release can be obtained. 
   
  If the characters rescue Drogo Bracegirdle, he tells 
  them his story. See the Adventure Background. 
   
  CONCULSION: REPORTING 
  IN 
  Regardless of their success, the party knows that they 
  need to report to Lord Underley. 
  THE PARTY HAS THE ASSASSINS 
   
  If they were successful and have the assassins with 
  them, read or paraphrase the following. 
   
  Lord Underley looks pleased now that he has in 
  his possession the Drow who killed the Contessa.  
   
  “Well done, well done indeed. You have 
  honored yourselves and the County and you will 
  be lauded as characters.” 
   
  Lord Underley has the two assassins seated before him, 
  with several guards present, and he interrogates them 
  after a zone of truth has been cast. 
  INTERROGATING THE ASSASSINS 
  • 
  Why did you kill the Contessa? We were sent 
  by House Rilyn‘Virr to take out the Contessa to 
  create strife in the County 
  • 
  Who sent you? The head of house Rilyn’Virr. He 
  said he was paid to do so by someone else, but we 
  do not know who. 
  • 
  Who else helped you? We have been working 
  through the Viper Rogue’s Guild. They were our 
  source of information.  
  • 
  Why can we not contact the Contessa spirit? 
  The weapon we used to kill the Contessa was a 
  thinaun blade. 
  • 
  Where is that blade now? The blade was sold to a 
  powerful Drow in the Fennelmore swamp who 
  had his own interest in it. 
  • 
  How did you end up in Holbrook first? The 
  teleport went awry and we ended up off course 
   
  After the interrogation, Lord Underley has the 
  assassins removed and then thanks the characters once 
  URC6-06 Enemy Of My Enemy 
   
  Page 16 
  
  again. They receive his favor, which is indicated on the 
  AR. 
  THE PARTY DOES NOT HAVE THE ASSASSINS 
  If the characters were not successful in stopping the 
  ritual or if they gave or abandoned the assassins to 
  Shi’raena and thus do not have the assassins with them, 
  read or paraphrase the following. 
  It is obvious that Lord Underley is upset with your 
  failure and dismisses you out of hand. Before you 
  leave, however, a page enters the room and gives 
  Lord Underley a note, which he reads his face 
  twisting with rage. He angrily tosses the note into 
  the fireplace and storms out of the room.  
   
  If any of the characters retrieve the note from the cold 
  fireplace, give them Player Handout Five: the Note 
  from Shi’raena.  
   
  The bottom of the note has a mark that matches 
  the badges that the characters were given, the symbol 
  of house Teken’afin. 
   
  The characters receive the “Enmity of Lord 
  Underley” and the Favor of the Teken’afin House.  
  TAKEN BY THE DROW 
  If the characters attacked Shi’raena Teken’afin after the 
  battle in the Drow encampment, they are prisoners of 
  the Drow. In addition, the Drow assassins also are also 
  taken by Shi’raena. In this instance, Lord Underley 
  arranges for the release of the characters after 20 TUs.. 
  However, the assassins are not released.  
   
  Before the characters return to the County, they 
  are given a note to deliver to Lord Underley by 
  Shi’raena. If they break the seal and read it, give them 
  Player Handout Five: the Note from Shi’raena. 
   
  If they continue on to report to Lord Underley, 
  read or paraphrase the following if they give him the 
  letter from Shi’raena: 
   
  Lord Underley reads the note and frowns. “It 
  seems you have cost me more than just your 
  release.” He is obviously upset with your failure 
  and dismisses you out of hand. 
   
  Characters captured by the Drow receive the Enmity of 
  Lord Underley.  
  AR REWARDS 
  • 
  Characters who attacked Shi’raena at the start of 
  the adventure receive the “Jailed for Treason”, 
  “Disfavor of Lord Jacobis Underley”, and “Enmity 
  of House Teken’afin”. 
  • 
  Characters who did not bring back the bodies of 
  the assassins (dead or alive) receive the “Disfavor 
  of Lord Jacobis Underley” AR award. 
  • 
  Any hero was captured by the Drow receives the 
  “Slave of House Teken’afin” AR Reward, as well as 
  the “Disfavor of Lord Jacobis Underley” AR award. 
  • 
  If the characters handed the assassins (or their 
  bodies) to the Drow, they receive the “Favor of 
  House Teken’afin” AR Reward. 
  • 
  If the characters rescued Drogo Bracegirdle, they 
  will receive the “Favor of the Applebee Halfling 
  Community” AR reward. 
  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 3: Nothing is what it appears to be 
  Defeat the cleric and his slaves, as well as get the 
  information leading to the Drow encampment. 
  APL 2  
   
   
   
  120 XP 
  APL 4  
   
   
   
  180 XP 
  APL 6  
   
   
   
  240 XP 
  APL 8  
   
   
   
  300 XP 
  APL 10  
   
   
  360 XP 
  APL 12  
   
   
  420 XP 
  Encounter 4: Into the Darkness 
  Rescue the Desmodu from his attackers 
  APL 2  
   
   
   
  90 XP 
  APL 4  
   
   
   
  150 XP 
  APL 6  
   
   
   
  210 XP 
  APL 8  
   
   
   
  270 XP 
  APL 10  
   
   
  330 XP 
  APL 12  
   
   
  390 XP 
  Encounter 7: Enemy of My Enemy 
  Disrupt the Drow ritual of summoning. 
  APL 2  
   
   
   
  150 XP 
  APL 4  
   
   
   
  210 XP 
  APL 6  
   
   
   
  270 XP 
  APL 8  
   
   
   
  330 XP 
  APL 10  
   
   
  390 XP 
  APL 12  
   
   
  450 XP 
  Encounter 9A: The Itsy Bitsy Spider 
  Defeat the spiders. 
  APL 2  
   
   
   
  90 XP 
  APL 4  
   
   
   
  150 XP 
  APL 6  
   
   
   
  210 XP 
  APL 8  
   
   
   
  270 XP 
  APL 10  
   
   
  330 XP 
  APL 12  
   
   
  390 XP 
  Encounter 9B: Welcome to my Parlor 
  Defeat the minions of Shi’raena. 
  APL 2  
   
   
   
  90 XP 
  APL 4  
   
   
   
  150 XP 
  URC6-06 Enemy Of My Enemy 
   
  Page 17 
  
  APL 6  
   
   
   
  210 XP 
  APL 8  
   
   
   
  270 XP 
  APL 10  
   
   
  330 XP 
  APL 12  
   
   
  390 XP 
  Discretionary roleplaying award 
  APL 2  
   
   
   
  90 XP 
  APL 4  
   
   
   
  135 XP 
  APL 6  
   
   
   
  180 XP 
  APL 8  
   
   
   
  225 XP 
  APL 10  
   
   
  330 XP 
  APL 12  
   
   
  390 XP 
  Total possible experience: 
  APL 2  
   
   
   
  450 XP 
  APL 4  
   
   
   
  675 XP 
  APL 6  
   
   
   
  900 XP 
  APL 8  
   
   
   
  1,125 XP 
  APL 10  
   
   
  1,350 XP 
  APL 12  
   
   
  1,575 XP 
  Total possible experience from the optional 
  encounters: 
  APL 2  
   
   
   
  180 XP 
  APL 4  
   
   
   
  300 XP 
  APL 6  
   
   
   
  420 XP 
  APL 8  
   
   
   
  540 XP 
  APL 10  
   
   
  660 XP 
  APL 12  
   
   
  780 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
  Encounter 3: Nothing is what it appears to be 
   
  APL 2: Loot: 34 gp; Coin: 120 gp each; Magic: 17 
  gp; cure light wounds potion (17 gp each); Total 171 gp 
  each. 
   
  APL 4: Loot: 8 gp; Coin: 0 gp; Magic: 821 gp; cure 
  light wounds potion (17 gp each); short sword +1 (385 gp 
  each); breastplate +1 (225 gp each); buckler +1 (194 gp 
  each); Total 966 gp each.  
   
  APL 6: Loot: 8 gp; Coin: 0 gp; Magic: 3488 gp; cure 
  light wounds potion (17 gp each); short sword +1 (385 gp 
  each); breastplate +1 (225 gp each); buckler +1 (194 gp 
  each); periapt of wisdom +4 (2667 gp each); Total 3496 
  each. 
   
  APL 8: Loot: 8 gp; Coin: 0 gp; Magic: 6488 gp; cure 
  light wounds potion (17 gp each); short sword +1 (385 gp 
  each); breastplate +1 (225 gp each); buckler +1 (194 gp 
  each); ring of protection +3 (3000 gp each); periapt of 
  wisdom +4 (2667 gp each); Total 6503 gp each.  
   
  APL 10: Loot: 15 gp; Coin: 0 gp; Magic: 13247 gp; 
  cure light wounds potion (17 gp each); short sword +1 (385 
  gp each); Banded Mail of Luck (3150 gp each); animated 
  mithral heavy steel shield +1 (1695 gp each); ring of 
  protection +4 (5333 gp each); periapt of wisdom +4 (2667 
  gp each); Total 13462 gp each. 
   
  APL 12: Loot: 15 gp; Coin: 0 gp; Magic: 15913 gp; 
  cure light wounds potion (17 gp each); short sword +1 (385 
  gp each); Banded Mail of Luck (3150 gp each); animated 
  mithral heavy steel shield +1 (1695 gp each); ring of 
  protection +4 (5333 gp each); periapt of wisdom +4 (2667 
  gp each); cloak of charisma +4 (2667 gp each); Total 15928 
  gp each. 
  Encounter 4: Into the Darkness 
   
  APL 2: Loot: 9 gp; Coin: 119 gp; Magic: 8 gp; potion 
  cure light wounds (8 gp each); safe wing emblem (42 gp 
  each); Total: 169 gp each. 
   
  APL 4: Loot: 98 gp; Coin: 0 gp; Magic: 8 gp; cure 
  light wounds potion (8 gp each); safe wing emblem (42 gp 
  each); Total: 148 gp each. 
   
  APL 6: Loot: 58 gp; Coin: 5 gp; Magic: 1717 gp; ring 
  of protection +1 (333 gp each); amulet of natural armor +1 
  (667 gp each); headband of intellect +2 (6673 gp each); safe 
  URC6-06 Enemy Of My Enemy 
   
  Page 18 
  
  wing emblem (42 gp each); cure light wounds potion (8 gp 
  each); Total: 1780 gp each. 
   
  APL 8: Loot: 58 gp; Coin: 5 gp; Magic: 3717 gp; ring 
  of protection +1 (333 gp each); amulet of natural armor +1 
  (667 gp each); headband of intellect +4 (2667gp each); safe 
  wing emblem (42 gp each); cure light wounds potion (8 gp 
  each); Total: 3780 gp each. 
   
  APL 10: Loot: 13 gp; Coin: 5 gp; Magic: 9835 gp; 
  ring of protection +3 (3000 gp each); amulet of natural 
  armor +1 (667gp each); headband of intellect +4 (2667 gp 
  each); safe wing emblem (42 gp each); cure light wounds 
  potion (8gp each); sword, short: unholy +1 (3052 gp each); 
  Total: 9853 gp each. 
   
  APL 12: Loot: 13 gp; Coin: 5 gp; Magic: 11252 gp; 
  ring of protection +3 (3000 gp each); amulet of natural 
  armor +1 (667 gp each); headband of intellect +4 (2667 gp 
  each); safe wing emblem (42 gp each); cure light wounds 
  potion (8 gp each); sword, short: unholy +1 (3052gp each); 
  hand crossbow +1 (400 gp each); Total: 11269 gp each. 
  Encounter 7: Enemy of My Enemy 
   
  APL 2: Loot: 15 gp; Coin: 119 gp; Magic: 8 gp 
  each; potion cure light wounds (8 gp each); Total: 142 gp 
  each. 
   
  APL 4: Loot: 67gp; Coin: 29 gp; Magic: 0 gp each; 
  Total: 96 gp each. 
   
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 3508 gp 
  each; spiked chain +1 (2775 gp each); chain mail +2 (717 
  gp each); potion cure light wounds (17 gp each); Total: 
  3508 gp each. 
   
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 3508 gp 
  each; spiked chain +1 (2775 gp each); chain mail +2 (717 
  gp each); potion cure light wounds (17gp each); Total: 
  3508 gp each. 
   
  APL 10: Loot: 0 gp; Coin: 83 gp; Magic: 17463 gp 
  each; spiked chain; human bane, wounding +1 (5388 gp 
  each); splint mail +1 (225 gp each); potion cure light 
  wounds (17 gp each); belt of giant strength +4 (2667 gp 
  each); cloak of elvenkind (417 gp each); boots of elvenkind 
  (417 gp each); (gp each); Total: 17546 gp each. 
   
  APL 12: Loot: 0 gp; Coin: 83 gp; Magic: 17479 gp 
  each; spiked chain; human bane, wounding +1 (5388 gp 
  each); splint mail +1 (225 gp each); potion cure light 
  wounds (33 gp each); belt of giant strength +4 (2667 gp 
  each); cloak of elvenkind (417 gp each); boots of elvenkind 
  (417 gp each); ring of protection +5 (8333gp each); Total: 
  17562 gp each. 
  Encounter 9A: The Itsy Bitsy Spider 
   
  APL 2: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp  
   
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
  Encounter 9B: Welcome to my Parlor 
   
  APL 2: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 
  36 gp each. 
   
  APL 4: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 
  36 gp each. 
   
  APL 6: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 
  36 gp each.  
   
  APL 8: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 
  36 gp each. 
   
  APL 10: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 
  36 gp each. 
   
  APL 12: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 
  36 gp each. 
  Total Possible Treasure 
   
  APL 2: Loot: 58 gp; Coin: 359 gp; Magic: 33 gp; 
  Total: 450 gp. 
   
  APL 4: Loot: 173 gp; Coin: 29 gp; Magic: 829 gp; 
  Total: (1,168 gp) 650 gp. 
   
  APL 6: Loot: 66 gp; Coin: 5 gp; Magic: 8,713 gp; 
  Total: (8,784 gp) 900 gp. 
   
  APL 8: Loot: 66 gp; Coin: 5 gp; Magic: 13,713 gp; 
  Total: (13,791 gp) 1300 gp. 
   
  APL 10: Loot: 28 gp; Coin: 88 gp; Magic: 40,545 gp; 
  Total: (40,861 gp) 2,300 gp. 
   
  APL 12: Loot: 28 gp; Coin: 88 gp; Magic: 44,644 gp; 
  Total: (44,759 gp) 3,300 gp. 
  Total 
  Possible 
  Treasure 
  from 
  Optional 
  Encounters 
   
  APL 2: Loot: 0 gp; Coin: 225 gp; Magic: 0 gp; Total: 
  225 gp. 
   
  APL 4: Loot: 0 gp; Coin: 325 gp; Magic: 0 gp; Total: 
  325 gp. 
   
  APL 6: Loot: 0 gp; Coin: 450 gp; Magic: 0 gp; Total: 
  450 gp. 
   
  APL 8: Loot: 0 gp; Coin: 650 gp; Magic: 0 gp; Total: 
  650 gp. 
   
  APL 10: Loot: 0 gp; Coin: 1150 gp; Magic: 0 gp; 
  Total: 1150 gp. 
   
  APL 12: Loot: 0 gp; Coin: 1650 gp; Magic: 0 gp; 
  Total: 1650 gp.  
   
  SPECIAL 
   
  Jailed for Treason: You have angered Lord 
  Underley because you attacked the delegate from 
  UnderOerth. You spend 10 in jail for treason.  
   
  Thanks of Lord Underley: This influence point 
  can be used as an influence point or to get access to 
  upgrade any standard stat boost item by +2 (+2->+4 and 
  +4->+6). The upgraded item must also be found in the 
  DMG.  Cross off once used.  
   
   
  Disfavor of Lord Jacobis Underley: You failed 
  in your mission to bring back the Contessa’s 
  murderers. Cancel out any favors you have with Lord 
  Underley. In addition, you suffer a -4 penalty to all rolls 
  URC6-06 Enemy Of My Enemy 
   
  Page 19 
  
  dealing with the Underley family and all Underley 
  Network Agents. If any favors you had gave you social 
  bonuses to dealing with nobles of the County, these 
  favors are now cancelled. If you belonged to the 
  Underley 
  network, 
  your 
  membership 
  revoked 
  immediately. You can never join or rejoin the network. 
   
  Favor of the Desmodu: You were offered items 
  for trade (breathing mask, wire cable, cablespool, 
  frostfire, bladefire (All items can be found in the Arms 
  and Equipment Guide) from the Desmodu. (Usable 
  this AR only, may only trade, not pay in gold.) 
   
  Enmity of the Desmodu: You were directly 
  responsible for the death of a Desmodu youth. Any 
  future contact with the Desmodu by you will result in a 
  Hostile attitude by them. 
   
  Failure to Contact the Desmodu: Because of 
  your failure to act, a Desmodu youth died. Any future 
  contact with the Desmodu by you will never result in a 
  better than Indifferent attitude. 
   
  Favor of the Teken’afin House: For giving up 
  the assassins to Shi’raena, you have been favorably 
  noticed by the House of Teken’afin. You have access 
  (Adventure) to the following items: elven chain mail, 
  boots of elvenkind, cloak of elvenkind at the standard cost 
  from the DMG. These items are of obvious Drow make 
  and carry a -4 social penalty to any elf (except Drow) 
  while wearing these items.  
   
  Slave of the House Teken’afin: You were taken 
  alive as a slave into the pits of House Teken’afin. You 
  spent 20TUs there as a slave before being released. 
  Unless you are immune to fear, anytime you face 
  Drow, you take a -2 morale penalty to attacks, this 
  penalty increases to -5 if you are facing members of 
  House Teken’afin OR priestesses of Lolth. On the plus 
  side, you gain a +2 circumstance bonus to all 
  knowledge checks related to the Drow.  
   
  Enmity of House Teken’afin: Your name and 
  description are known. Members of this house who 
  meet you focus their attacks on you first. 
   
  Favor of the Applebee Halfling Community: 
  This favor gives you One Influence point with all 
  Applebee Halflings. 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 2 and 4: 
  • 
  Safewing emblem (Adventure, RotW; 250 gp)  
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Ring of protection +2 (Adventure, DMG; 8,000 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Ring of protection +3 (Adventure, DMG; 18,000 gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  +1 Spiked chain; human bane, wounding (Adventure, 
  DMG; 32,328 gp) 
  • 
  +4 Belt of Giant Strength (Adventure, DMG; 16,000 
  gp) 
  • 
  Ring of protection +4 (Adventure, DMG; 32,000 gp 
  each)  
  • 
  Headband of intellect +4 (Adventure, DMG; 16,000 
  gp each) 
  • 
  Banded Mail of Luck (Adventure, DMG; 18,900 gp) 
  • 
  Animated mithral heavy steel shield +1 (Adventure, 
  DMG; 10,170 gp);  
  • 
  Periapt of wisdom +4 (Adventure, DMG; 16,000 gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Ring of protection +5 (Adventure, DMG; 50,000 gp) 
  • 
  Cloak of charisma +6 (Adventure, DMG; 36,000 gp 
  each); 
  URC6-06 Enemy Of My Enemy 
   
  Page 20 
  
  APPENDIX ONE: ALL APLS 
  ENCOUNTER TWO: MEETING WITH 
  THE ENEMY  
  Shi’raena Teken’afin: Female elf [Drow] Cleric 14; CR 
  15; medium humanoid (elf [Drow]); HD 12d8+24; hp 
  93; Init +0; Spd 30 ft.; AC 24, touch 18, flatfooted 24; 
  Base Atk +9; Grp +8;  
   
  Atk +10 melee (1d6 plus poison, +1 Mace, light);  
   
  Full Atk +10/+5 melee (1d6 plus poison, +1 list 
  spell-storing mace); 
   
  SA poison, dancing lights, darkness, faerie fire; SQ 
  immunity to sleep effects (Ex), +2 saves vs. 
  enchantment spells and effects, +2 will saves vs. spells 
  and spell-like effects, light blindness, SR 24, darkvision 
  120 ft.;  
   
  AL CE; SV Fort +12, Ref +8, Will +19; Str 8, Dex 12, 
  Con 11, Int 14, Wis 24, Cha 18. 
   
  Skills and Feats: Bluff +7, Concentration +17, 
  Diplomacy +19, Disguise +7, Gather Information +7, 
  Heal +24, Intimidate +7, Knowledge (history) +3, 
  Knowledge (religion) +4, Knowledge (the planes) +4, 
  Listen +9, Search +4, Spellcraft +19, Spot +9; chain Spell, 
  Corrupt Spell, Divine Metamagic Empower Spell Skill 
  Focus: Concentration. 
   
  Languages: 
  Abyssal, 
  Common, 
  Drow 
  Sign 
  Language, Elven, and Undercommon. 
   
  Cleric Spells Prepared(6/7/7/6/5/4/4/3; base DC = 
  15 + spell level ): 0 – [cure minor wounds x2, detect magic, 
  read magic, resistance, virtue]; 1st – [cause fear, command, 
  cure light wounds x2, inflict light wounds*, obscuring mist, 
  shield of faith]; 2nd – [corrupt spell bane, cure moderate 
  wounds, deific vengeance, hold person, shatter*, spiritual 
  weapon, wave of grief]; 3rd – [close wounds, contagion*, cure 
  serious wounds, deeper darkness, magic vestment, ring of 
  blades]; 4th – [castigate, cure critical wounds, death ward, 
  empowered enthral., unholy blight*]; 5th – [corrupt spell 
  castigate, chain spell hold person, spell immunity]; 6th – 
  [blade barrier, disintegrate*, word of recall.] 
   
  *Domain spell. Deity [Lolth]; Domains: [Evil (you 
  cast evil spell at +1 caster level); Destruction (use the 
  smite power once per day)]. 
   
  Possessions: +1 Mace, light: Spell Storing. +1 Elven 
  chain: Fortification, Moderate, (75%) Glammered. Bead of 
  Force; Circlet of Persuasion; Cloak of Charisma +2; Ring of 
  Energy resistance, fire, Major; periapt of Wisdom +6; Ring of 
  Protection +4; Vest of resistance +3; Death Blade Poison 
  (1800 gp) (Injury DC 20, Initial 1d6 Con, Secondary 
  2d6 Con, DC 25 Craft, Trap CR Modifier +5 
  (A&EG37)). 
  URC6-06 Enemy Of My Enemy 
   
  Page 21 
  
  APPENDIX ONE: APL 2
  ENCOUNTER THREE: NOTHING IS 
  WHAT IT APPEARS TO BE 
  Cleric of Vhaeraun: male Elf [Drow] Cleric 2; CR 3; 
  Medium Humanoid (Elf); HD 2d8+2; hp 15; Init +0; 
  Spd 20 ft.; AC 19, touch 10, flatfooted 19; Base Atk +1; 
  Grp +2;  
   
  Atk/Full Atk +2 melee (1d6+1 plus poison, sword, 
  short), +2 melee (1d4+1, gauntlet, spiked);  
   
  SA poison, dancing lights, darkness, faerie fire, 
  spontaneous casting (inflict); rebuke undead 4x/day; 
  SQ immunity to sleep effects (Ex), +2 saves vs. 
  enchantment spells and effects, +2 will saves vs. spells 
  and spell-like effects, light blindness, SR 13, darkvision 
  120 ft.;  
   
  AL CE; SV Fort +4, Ref +0, Will +6; Str 12, Dex 10, 
  Con 12, Int 14, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +6, Diplomacy +6, 
  Disguise +3, Heal +4, Listen +5, Search +4, Sense 
  Motive +5, Spellcraft +7, Spot +5. Combat Casting.  
   
  Languages: Common, Drow Sign Language, Elven, 
  Goblin, and Undercommon. 
   
  Cleric Spells Prepared (4/3; base DC = 13 + spell 
  level): 0-[resistance, read magic, cure minor wounds, detect 
  magic]; 1st-[longstrider*,Tasha’s Hideous Laughter, shield of 
  faith, cure light wounds]. 
   
  *Domain spell. Deity [Vhaeraun]; Domains: 
  [Travel (use the free action ability 1/day); Trickery 
  (bluff, disguise and hide are class skills)]. 
   
  Possessions: spiked gauntlet (5 gp); short sword (10 
  gp); MW splint mail (350 gp); buckler (15 gp); silver 
  holy symbol (25 gp); wooden holy symbol(1 gp); spell 
  component pouch (2) (10 gp); disguise kit (50 gp); 
  Drow knockout poison (75 gp) (Injury DC 13; initial 
  damage: 
  unconsciousness, 
  1 
  minute; 
  secondary 
  damage: unconsciousness, 2d4 hours. (RoFR160)); cure 
  light wounds potion (2) (100 gp). 
   
  ENCOUNTER FOUR: INTO THE 
  DARKNESS 
  Drow Wizard: male Drow Wiz1; CR 2; Medium 
  Humanoid (Elf); HD 1d4+2; hp 6; Init +2; Spd 30 ft.; AC 
  16, touch 12, flatfooted 14; Base Atk +0; Grp -1;  
   
  Atk/Full Atk +2 ranged (1d4 plus poison, hand 
  crossbow [19-20 x2]) or -1 melee (1d4-1 plus poison, 
  dagger); Space/Reach 5ft. /5ft;  
   
  SA poison, dancing lights, darkness, faerie fire; SQ 
  Immunity to sleep effects (Ex), +2 saves vs. 
  enchantment spells and effects, +2 will saves vs. spells 
  and spell-like effects, light blindness SR 12, darkvision 
  120 ft.;  
   
  AL NE; SV Fort +2, Ref +2, Will +3; Str 8, Dex 14, 
  Con 14, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +6, Decipher Script 
  +8, 
  Knowledge 
  (Arcana) 
  +8, 
  Knowledge 
  (Dungeoneering) +6, Knowledge (Geography) +6, 
  Knowledge (Local) +6, Knowledge (The Planes) +6, 
  Listen +3, Search +6, Spellcraft +8, Spot +3; Combat 
  Casting, Scribe Scroll. 
   
  Wizard Spells Prepared (3/2): 0-[acid splash, sonic snap, 
  caltrops]; 1st-[ray of flame, mage armor]. 
   
  Possessions: dagger (2 gp); hand crossbow (100 gp); 
  coin (28 gp); Drow knockout poison (75 gp) (Injury DC 
  13; initial damage: unconsciousness, 1 minute; 
  secondary damage: unconsciousness, 2d4 hours. 
  (RoFR160)); cure light wounds potion (1) (50 gp). 
   
  Familiar: male beholderkin, eyeball; CR 1/2; Tiny 
  aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 
  30, 5, fly, Good 40; AC 21;  
   
  Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, 
  Bite);  
   
  SA: Eye Rays (Su);  
  SQ: 
  Immunity: 
  Charm 
  (Ex), Immunity: Mind-Affecting Attacks (Ex), Flight 
  (Ex), All-Around Vision (Ex), Darkvision (Ex): 60 ft.;  
   
  AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 
  16, CON 9, INT 10, WIS 10, CHA 10. 
   
  Skills and Feats: Concentration + 15, Hide + 15, 
  Listen + 3, Search + 9, Spot + 10; Alertness. 
   
  Eye Rays (Su): Unlike true beholders, which can 
  use all their eye ray attacks the same round, eyeballs 
  can only use one of their four rays at a time. In 
  addition, an eyeball that fires a daze ray or a ray of frost 
  cannot fire another daze ray or ray of frost for 2 rounds. 
   
  Each eye effect resembles a spell cast by a sorcerer 
  (levels vary depending on the eye) but follows the rules 
  for a ray (see Aiming a Spell in Chapter 10 of the 
  Player’s Handbook).  
   
  Cause Fear: As the spell, range 35 feet. The Will 
  save is DC 10. 
   
  Daze: As the spell, range 35 feet. The Will save is 
  DC 10. 
   
  Mage hand: As the spell cast by a 4th level sorcerer, 
  except the eyeball can use the ray without having to 
  use a move-equivalent action to move an unattended 
  object weighing no more than 5 pounds up to 15 feet a 
  round. The ray has a range of 35 feet. 
   
  Ray of frost: As the spell, range 35 feet. 
   
  Immunities (ex): Eyeballs are immune to charm 
  and command effects. 
   
  All 
  Around 
  Vision 
  (Ex): 
  Eyeballs 
  are 
  exceptionally alert. Their many small eyes give them a 
  +4 racial bonus on spot checks and a +8 racial bonus on 
  search checks. Opponents gain no flanking bonuses 
  when attacking an eyeball. Once an eyeball has 
  attacked during an encounter, its all around vision 
  negates any sneak attack.  
  URC6-06 Enemy Of My Enemy 
   
  Page 22 
  
   
  Flight (Ex): An eyeballs’ body is naturally 
  buoyant. This buoyancy allows it to fly as the spell, as a 
  free action, at a speed of 40 feet. The buoyancy also 
  grants a feather fall effect with personal range. 
   
  ENCOUNTER SIX: ENEMY OF MY 
  ENEMY 
  Drow Fighter: male elf [Drow] Ftr1; CR 2; Medium 
  Humanoid (Elf); HD 1d10+2; hp 12; Init +2; Spd 20 ft.; 
  AC 17, touch 12, flatfooted 17; Base Atk +1; Grp +4;  
   
  Atk/Full Atk +4 melee (2d4+4, chain, spiked);  
   
  SA poison, dancing lights, darkness, faerie fire; SQ 
  immunity to sleep effects, light blindness, SR 12, 
  darkvision 120 ft;  
   
  AL CE; SV Fort +4, Ref +2, Will +1; Str 17, Dex 14, 
  Con 14, Int 13, Wis 12, Cha 8. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Undercommon. 
   
  Skills and Feats: Climb +0, Handle Animal +3, 
  Intimidate +3, Listen +3, Search +3, Spot +3; Exotic 
  Weapon 
  Proficiency: 
  Chain, 
  spiked, 
  Improved 
  Toughness. 
   
  Possessions: spiked chain (25 gp); chain mail (150 
  gp); potion of cure light wounds (50 gp); coin (175 gp); 
  safewing emblem (250 gp). 
   
  ENCOUNTER 9 A: THE ITSY BITSY 
  SPIDER 
  Fiendish Spellwarped medium monstrous spider: 
  Medium aberration (Extraplanar, Vermin); CR 1; HD 
  2d8+6; hp 15; Init +4; Spd 30ft, climb 20ft; AC 15 (+4 
  Dex, +1 Natural) touch 14, flat-footed 11; Base Atk +1; 
  Grp +3; Atk +6 melee (1d6+3 plus poison, bite); Full Atk 
  +6 melee (1d6+3 plus poison, bite); SA Poison, smite 
  good, web; SQ cold and fire resistance 5, DR 5/magic, 
  darkvision 60ft, tremorsense 60ft, vermin traits; SR13; 
  AL CE; SV Fort +6, Ref +4, Will +0; Str 15, Dex 19, Con 
  16, Int 7, Wis 10, Cha 2; 
   
  Skills and Feats: Climb +13, Hide +9*, Jump +2*, 
  Spot +4*. Ability focus (poison) 
   
  Poison (Ex): Injury, Fortitude DC 16, initial and 
  secondary damage 1d4 Str. The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  Spell Absorption (Su): Whenever a spell  
   
  Web (Ex): Both types of monstrous spiders often 
  wait in their webs or in trees, then lower themselves 
  silently on silk strands and leap onto prey passing 
  beneath. A single strand is strong enough to support 
  the spider and one creature of the same size. Web-
  spinners can throw a web eight times per day. This is 
  similar to an attack with a net but has a maximum 
  range of 50 feet, with a range increment of 10 feet, and 
  is effective against targets up to one size category larger 
  than the spider. An entangled creature can escape with 
  a successful Escape Artist check (DC14) or burst it with 
  a Strength check (DC18). Both are standard actions. 
  The check DCs are Constitution-based, and the 
  Strength check DC includes a +4 racial bonus.  
   
  Web-spinners often create sheets of sticky 
  webbing from 5 to 60 feet square, depending on the 
  size of the spider. They usually position these sheets to 
  snare flying creatures but can also try to trap prey on 
  the ground. Approaching creatures must succeed on a 
  DC 20 Spot check to notice a web; otherwise, they 
  stumble into it and become trapped as though by a 
  successful web attack. Attempts to escape or burst the 
  webbing gain a +5 bonus if the trapped creature has 
  something to walk on or grab while pulling free. Each 
  5-foot section has the hit points given on the table, and 
  sheet webs have damage reduction 5/-. 
   
  A monstrous spider can move across its own web 
  at its climb speed and can pinpoint the location of any 
  creature touching its web. 
   
  Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in contact 
  with the spider’s webs. 
   
  Skills: Monstrous spiders have a +4 racial bonus 
  on Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher. *Hunting spiders have a +10 racial 
  bonus on Jump checks and a +8 racial bonus on Spot 
  checks. Web-spinning spiders have a +8 racial bonus on 
  Hide and Move Silently checks when using their webs. 
   
  See Appendix Five: New Rules - New 
  Creatures for all Spellwarped Special Abilities and 
  Attacks. 
   
  Fiendish Spider Swarm: Diminutive Magical Beast 
  (Extraplanar, Swarm, Vermin); CR 1; HD 2d8; hp 9; Init 
  +3; Spd 20 ft, climb 20ft; AC 17 (+4 size, +3 Dex), touch 
  17, flat-footed 14; Base Atk +1; Grp -;  
   
  Atk/Full Atk swarm (1d6 plus poison);  
   
  SA Distraction, poison, smite good; SQ Darkvision 
  60 ft., cold and fire resistance 5, swarm traits, 
  tremorsense 30 ft., vermin traits;  
   
  Space/Reach 10ft/0ft;  
   
  AL NE; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, 
  Con 10, Int 3, Wis 10, Cha 2; 
   
  Skills and Feats: Climb +11, Listen +4, Spot +4. 
  Ability Focus (poisonous bite) 
   
  Distraction (Ex): Any living creature that begins 
  its turn with a spider swarm in its space must succeed 
  on a DC 11 Fortitude save or be nauseated for 1 round. 
  The save DC is Constitution-based. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial and 
  secondary damage 1d3 Str. The save DC is 
  Constitution-based. 
   
  Skills: A spider swarm has a +4 racial bonus on 
  Hide and Spot checks and a +8 racial bonus on Climb 
  checks. It uses its Dexterity modifier instead of its 
  URC6-06 Enemy Of My Enemy 
   
  Page 23 
  
  Strength modifier for Climb checks. It can always 
  choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  ENCOUNTER 9 B: WELCOME TO MY 
  PARLOR 
  Half Fiend Draegloth: CR 3; Large outsider ; HD 
  6d8+12; hp 39; Init +2; Spd 30 ft. (6 squares); AC 16, 
  touch 11, flatfooted 14; Base Atk +6; Grp +16;  
   
  Atk +11 melee (1d6+6, 2 Claw);  
   
  Full Atk +11 melee (1d6+6, 2 claw) and +6 melee 
  (1d8+3, bite);  
   
  SA dancing lights, desecrate, faerie fire, unholy blight, 
  darkness; SQ immunity to poison and sleep effects, 
  resistance: acid 10, resistance: cold 10, resistance: 
  electricity 10, resistance: fire 10, darkvision 60 ft., no 
  dual nature;  
   
  AL CE; SV Fort +7, Ref +7, Will +5; Str 22, Dex 15, 
  Con 14, Int 13, Wis 11, Cha 11. 
   
  Feats: Simple Weapon Proficiency. 
   
  (See Appendix Five: New Creatures, Spells, and 
  Feats.) 
  URC6-06 Enemy Of My Enemy 
   
  Page 24 
  
  APPENDIX ONE: APL 4 
  ENCOUNTER THREE: NOTHING IS 
  WHAT IT APPEARS TO BE 
  Cleric of Vhaeraun: male elf [Drow] Cleric 3 
  [Vhaeraun]; CR 4; Medium Humanoid (Elf); HD 3d8+3 
  (23 hp); Init +0; Spd 40 ft.; AC 17, touch 10, flatfooted 
  17; Base Atk +2; Grp +3;  
   
  Atk/Full Atk +4 melee (1d6+2, plus poison, +1 
  short sword) or+3 melee (1d4+1 plus one, gauntlet, 
  spiked); 
   
  SA poison, dancing lights, darkness, faerie fire, 
  spontaneous casting (inflict); rebuke undead 4x/day; 
  SQ immunity to sleep effects (Ex), +2 saves vs. 
  enchantment spells and effects, +2 will saves vs. spells 
  and spell-like effects, SR 15, darkvision 120 ft.;  
   
  AL CE; SV Fort +5, Ref +1, Will +7; Str 12, Dex 10, 
  Con 12, Int 14, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +8, Diplomacy +8, 
  Disguise +3, Heal +4, Listen +5, Search +4, Sense 
  Motive +6, Spellcraft +9, Spot +5; Combat Casting, 
  Daylight Adaptation,  
   
  Languages: Common, Drow Sign Language, Elven, 
  Goblin, and Undercommon. 
   
  Cleric Spells Prepared (5/4/3; base DC = 13 + spell 
  level): 0-[resistance, read magic, cure minor wounds x2, 
  detect magic]; 1st-bless, obscuring mist, longstrider*, shield of 
  faith, cure light wounds]; 2nd-[body blades, veil of shadow, 
  sound burst, invisibility*]. 
   
  *Domain spell. Deity [Vhaeraun]; Domains: 
  [Travel (use the free action ability 1/day); Trickery 
  (bluff, disguise and hide are class skills)]. 
   
  Possessions: spiked gauntlet (5 gp); +1 sword, short 
  (2,310 gp); +1 breastplate (1,350 gp); +1 buckler (1.165 gp); 
  silver holy symbol (25 gp); wooden holy symbol (1 gp); 
  Spell component pouch (2) (10 gp); Disguise kit (50 
  gp); Drow knockout poison (75 gp) (Injury DC 13; 
  initial damage: unconsciousness, 1 minute; secondary 
  damage: unconsciousness, 2d4 hours. (RoFR160)); (120 
  gp); cure light wounds potion (2) (100 gp). 
   
  Hobgoblin Fighter: male hobgoblin Ftr1: CR 1; 
  medium humanoid ; HD 1d10+3 (13 hp); Init +3; Spd 
  30 ft.; AC 19, touch 13, flatfooted 16; Base Atk +1; Grp 
  +4;  
   
  Atk/Full Atk +4 melee (1d8+3, longsword);  
   
  SQ darkvision 60 ft;  
   
  AL LE; SV Fort +5, Ref +3, Will +0; Str 17, Dex 16, 
  Con 17, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +3, Handle Animal +0, 
  Intimidate +0, Jump +3, Move Silently +5; Improved 
  Toughness, Power Attack. 
   
  Possessions: chain shirt (100 gp); darkwood shield 
  (257 gp); longsword (15 gp). 
    
  ENCOUNTER FOUR: INTO THE 
  DARKNESS 
  Drow Wizard: male Drow Wizard 3; CR 4; Medium 
  Humanoid (Elf); HD 3d4+6; hp 13; Init +2; Spd 30 ft.; 
  AC 16, touch 12, flatfooted 14; Base Atk +1; Grp +0;  
   
  Atk/Full Atk +4 ranged (1d4 plus poison, mw 
  hand crossbow) or +1 melee (1d4-1 plus poison, mw 
  dagger);  
   
  SA poison, dancing lights, darkness, faerie fire; SQ 
  immunity to sleep effects (Ex), +2 saves vs. 
  enchantment spells and effects, +2 will saves vs. spells 
  and spell-like effects, SR 14, darkvision 120 ft.;  
   
  AL NE; SV Fort +3, Ref +3, Will +4; Str 8, Dex 14, 
  Con 14, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +8, Decipher Script 
  +8, 
  Knowledge 
  (arcana) 
  +8, 
  Knowledge 
  (dungeoneering) +6, Knowledge (geography) +6, 
  Knowledge (local) +6, Knowledge (the planes) +6, 
  Listen +4, Search +6, Spellcraft +10, Spot +6; Combat 
  Casting, Point Blank Shot, Scribe Scroll. 
   
  Wizard Spells Prepared (4/3/2): 0-[electric jolt, acid 
  splash, sonic snap, caltrops]; 1st-[ray of flame, mage armor, 
  Ice Dagger]; 2nd-[Earthen Grasp, Ray of Weakness]. 
   
  Possessions: mw hand crossbow (400 gp); mw dagger 
  (302 gp); coin (30 gp) Drow knockout poison (75 gp) 
  (Injury DC 13; initial damage: unconsciousness, 1 
  minute; secondary damage: unconsciousness, 2d4 
  hours. (RoFR160)); (120 gp); cure light wounds potion (1) 
  (50 gp). 
   
  Familiar: male beholderkin, eyeball; CR 1/2; Tiny 
  aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 
  30, 5, fly, Good 40; AC 21;  
   
  Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, 
  Bite);  
   
  SA: Eye Rays (Su);  
  SQ: 
  Immunity: 
  Charm 
  (Ex), Immunity: Mind-Affecting Attacks (Ex), Flight 
  (Ex), All-Around Vision (Ex), Darkvision (Ex): 60 ft.;  
   
  AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 
  16, CON 9, INT 10, WIS 10, CHA 10. 
   
  Skills and Feats: Concentration + 15, Hide + 15, 
  Listen + 3, Search + 9, Spot + 10; Alertness. 
   
  Eye Rays (Su): Unlike true beholders, which can 
  use all their eye ray attacks the same round, eyeballs 
  can only use one of their four rays at a time. In 
  addition, an eyeball that fires a daze ray or a ray of frost 
  cannot fire another daze ray or ray of frost for 2 rounds. 
   
  Each eye effect resembles a spell cast by a sorcerer 
  (levels vary depending on the eye) but follows the rules 
  for a ray (see Aiming a Spell in Chapter 10 of the 
  Player’s Handbook).  
   
  Cause Fear: As the spell, range 35 feet. The Will 
  save is DC 10. 
   
  Daze: As the spell, range 35 feet. The Will save is 
  DC 10. 
  URC6-06 Enemy Of My Enemy 
   
  Page 25 
  
   
  Mage hand: As the spell cast by a 4th level sorcerer, 
  except the eyeball can use the ray without having to 
  use a move-equivalent action to move an unattended 
  object weighing no more than 5 pounds up to 15 feet a 
  round. The ray has a range of 35 feet. 
   
  Ray of frost: As the spell, range 35 feet. 
   
  Immunities (ex): Eyeballs are immune to charm 
  and command effects. 
   
  All 
  Around 
  Vision 
  (Ex): 
  Eyeballs 
  are 
  exceptionally alert. Their many small eyes give them a 
  +4 racial bonus on spot checks and a +8 racial bonus on 
  search checks. Opponents gain no flanking bonuses 
  when attacking an eyeball. Once an eyeball has 
  attacked during an encounter, its all around vision 
  negates any sneak attack.  
   
  Flight (Ex): An eyeballs’ body is naturally 
  buoyant. This buoyancy allows it to fly as the spell, as a 
  free action, at a speed of 40 feet. The buoyancy also 
  grants a feather fall effect with personal range. 
    
  ENCOUNTER SIX: ENEMY OF MY 
  ENEMY 
  Advanced Displacer Beast: CR 5; Large Magical Beast 
  ; HD 9d10+27; hp 76; Init +2; Spd 40 ft. (8 squares); AC 
  16, touch 11, flatfooted 14; Base Atk +9; Grp +17;  
   
  Atk +12 melee (1d6+4, 2 Tentacle);  
   
  Full Atk +12 melee (1d6+4, 2 tentacle) and +10 
  melee (1d8+2, bite);  
   
  Space/Reach 
  10ft./5ft.; 
  SQ 
  displacement, 
  darkvision 60 ft., low-light vision, resistance: ranged 
  attacks 2;  
   
  AL LE; SV Fort +9, Ref +8, Will +4; Str 18, Dex 15, 
  Con 16, Int 5, Wis 12, Cha 8. 
   
  Skills and Feats: Hide + 10, Jump + 8, Listen + 5, 
  Move Silently + 7, Spot + 5.; Alertness, Dodge, Multi-
  Attack; Stealthy. 
   
  Displacement (Su): A light-bending glammer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature's true location.  
   
  Any melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the beast by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast's position, but see 
  invisibility has no effect. 
   
  resistance to Ranged Attacks (Su): A displacer 
  beast gains a +2 resistance bonus to saves against any 
  ranged spell or ranged magical attack that specifically 
  targets it (except for ranged touch attacks). 
   
  Skills: A displacer beast receives a +8 racial bonus 
  to Hide checks, thanks to its displacement power. 
   
  Drow Fighter: male elf [Drow] Ftr3; CR 4; Medium 
  Humanoid (Elf); HD 3d10+6; hp 28; Init +2; Spd 20 ft.; 
  AC 17, touch 12, flatfooted 15; Base Atk +3; Grp +6;  
  8;  
   
  Atk/Full Atk +7 melee (2d4+4, chain, spiked, 
  masterwork);  
   
  SA poison, dancing lights, darkness, faerie fire; SQ 
  immunity to sleep effects, light blindness, SR 14, 
  darkvision 120 ft;  
   
  AL CE; SV Fort +5, Ref +3, Will +2; Str 17, Dex 14, 
  Con 14, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +5, 
  Intimidate +3, Jump -6, Listen +3, Search +3, Spot +3; 
  Combat Expertise, Exotic Weapon Proficiency: Chain, 
  spiked, Improved Toughness, Improved Trip,  
   
  Languages: Common, Drow Sign Language, Elven, 
  Undercommon. 
   
  Possessions: mw spiked chain (325 gp); chain mail 
  (150 gp); coin (175 gp); potion cure light wounds x2 (50 
  gp); safewing emblem (250 gp). 
   
  ENCOUNTER 9 A: THE ITSY BITSY 
  SPIDER 
  Fiendish Spellwarped large monstrous spider: 
  Large aberration (Extraplanar, Vermin); CR4; HD 
  4d8+12; hp30; Init +4; Spd 30ft, climb 20ft; AC 16 (-1 
  size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base 
  Atk +3; Grp +11; Atk +6 melee (1d8+6 plus poison, bite); 
  Full Atk +6 melee (1d8+6 plus poison, bite); SA Poison, 
  smite good, web; SQ cold and fire resistance 5, DR 
  5/magic, darkvision 60ft, tremorsense 60ft, vermin 
  traits; SR 15; Face/Reach 10ft/5ft; AL CE; SV Fort +7; 
  Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, 
  Cha 2 
   
  Skills and Feats: Climb +13, Hide +4*, Jump +4*, 
  Spot +4*. Ability focus (poison) 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  Web (Ex): Both types of monstrous spiders often 
  wait in their webs or in trees, then lower themselves 
  silently on silk strands and leap onto prey passing 
  beneath. A single strand is strong enough to support 
  the spider and one creature of the same size. Web-
  spinners can throw a web eight times per day. This is 
  similar to an attack with a net but has a maximum 
  range of 50 feet, with a range increment of 10 feet, and 
  is effective against targets up to one size category larger 
  than the spider. An entangled creature can escape with 
  a successful Escape Artist check (DC13) or burst it with 
  a Strength check (DC17). Both are standard actions. 
  The check DCs are Constitution-based, and the 
  Strength check DC includes a +4 racial bonus.  
   
  Web-spinners often create sheets of sticky 
  webbing from 5 to 60 feet square, depending on the 
  size of the spider. They usually position these sheets to 
  snare flying creatures but can also try to trap prey on 
  the ground. Approaching creatures must succeed on a 
  DC 20 Spot check to notice a web; otherwise, they 
  stumble into it and become trapped as though by a 
  successful web attack. Attempts to escape or burst the 
  webbing gain a +5 bonus if the trapped creature has 
  URC6-06 Enemy Of My Enemy 
   
  Page 26 
  
  something to walk on or grab while pulling free. Each 
  5-foot section has the hit points given on the table, and 
  sheet webs have damage reduction 5/-. 
   
  A monstrous spider can move across its own web 
  at its climb speed and can pinpoint the location of any 
  creature touching its web. 
   
  Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in contact 
  with the spider’s webs. 
   
  Skills: Monstrous spiders have a +4 racial bonus 
  on Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher. *Hunting spiders have a +10 racial 
  bonus on Jump checks and a +8 racial bonus on Spot 
  checks. Web-spinning spiders have a +8 racial bonus on 
  Hide and Move Silently checks when using their webs. 
   
  See Appendix Five: New Rules - New 
  Creatures for all Spellwarped Special Abilities and 
  Attacks. 
   
  Fiendish Spellwarped medium monstrous spider: 
  Medium aberration (Extraplanar, Vermin); CR 1; HD 
  2d8+6; hp 15; Init +4; Spd 30ft, climb 20ft; AC 15 (+4 
  Dex, +1 Natural) touch 14, flat-footed 11; Base Atk +1; 
  Grp +3; Atk +6 melee (1d6+3 plus poison, bite); Full Atk 
  +6 melee (1d6+3 plus poison, bite); SA Poison, smite 
  good, web; SQ cold and fire resistance 5, DR 5/magic, 
  darkvision 60ft, tremorsense 60ft, vermin traits; SR13; 
  AL CE; SV Fort +6, Ref +4, Will +0; Str 15, Dex 19, Con 
  16, Int 7, Wis 10, Cha 2; 
   
  Skills and Feats: Climb +13, Hide +9*, Jump +2*, 
  Spot +4*. Ability focus (poison) 
   
  Poison (Ex): Injury, Fortitude DC 16, initial and 
  secondary damage 1d4 Str. The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  Web (Ex): Escape Artist check (DC14) or a 
  Strength check (DC18). 
   
  Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in contact 
  with the spider’s webs. 
   
  Skills: Monstrous spiders have a +4 racial bonus 
  on Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher. *Hunting spiders have a +10 racial 
  bonus on Jump checks and a +8 racial bonus on Spot 
  checks. Web-spinning spiders have a +8 racial bonus on 
  Hide and Move Silently checks when using their webs. 
   
  See Appendix Five: New Rules - New 
  Creatures for all Spellwarped Special Abilities and 
  Attacks. 
   
  Fiendish Spider Swarm: Diminutive Magical Beast 
  (Extraplanar, Swarm, Vermin); CR 1; HD 2d8; hp 9; Init 
  +3; Spd 20 ft, climb 20ft; AC 17 (+4 size, +3 Dex), touch 
  17, flat-footed 14; Base Atk +1; Grp -;  
   
  Atk/Full Atk swarm (1d6 plus poison);  
   
  SA Distraction, poison, smite good; SQ Darkvision 
  60 ft., cold and fire resistance 5, swarm traits, 
  tremorsense 30 ft., vermin traits; Space/Reach 10ft/0ft;  
   
  AL NE; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, 
  Con 10, Int 3, Wis 10, Cha 2; 
   
  Skills and Feats: Climb +11, Listen +4, Spot +4. 
  Ability Focus (poisonous bite) 
   
  Distraction (Ex): Any living creature that begins 
  its turn with a spider swarm in its space must succeed 
  on a DC 11 Fortitude save or be nauseated for 1 round. 
  The save DC is Constitution-based. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial and 
  secondary damage 1d3 Str. The save DC is 
  Constitution-based. 
   
  Skills: A spider swarm has a +4 racial bonus on 
  Hide and Spot checks and a +8 racial bonus on Climb 
  checks. It uses its Dexterity modifier instead of its 
  Strength modifier for Climb checks. It can always 
  choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  ENCOUNTER 9 B: WELCOME TO MY 
  PARLOR 
  Half Fiend Draegloth: CR 3; Large outsider ; HD 
  6d8+12; hp 39; Init +2; Spd 30 ft. (6 squares); AC 16, 
  touch 11, flatfooted 14; Base Atk +6; Grp +16;  
   
  Atk +11 melee (1d6+6, 2 Claw);  
   
  Full Atk +11 melee (1d6+6, 2 claw) and +6 melee 
  (1d8+3, bite);  
   
  SA dancing lights, desecrate, faerie fire, unholy blight, 
  darkness; SQ immunity to poison and sleep effects, 
  resistance: acid 10, resistance: cold 10, resistance: 
  electricity 10, resistance: fire 10, darkvision 60 ft., no 
  dual nature;  
   
  AL CE; SV Fort +7, Ref +7, Will +5; Str 22, Dex 15, 
  Con 14, Int 13, Wis 11, Cha 11. 
   
  Feats: Simple Weapon Proficiency. 
   
  URC6-06 Enemy Of My Enemy 
   
  Page 27 
  
  APPENDIX ONE: APL 6 
  ENCOUNTER THREE: NOTHING IS 
  WHAT IT APPEARS TO BE 
  Cleric of Vhaeraun: male elf [Drow] Cleric 5; CR 7; 
  medium humanoid (elf); HD 5d8+5 (41 hp); Init +0; 
  Spd 20 ft.; AC 18, touch 12, flatfooted 18; Base Atk +3; 
  Grp +4;  
   
  Atk/Full Atk +5 melee (1d6+2, +1 sword, short), +4 
  melee (1d4+1, gauntlet, spiked) ; 
   
  SA poison, dancing lights, darkness, faerie fire, 
  spontaneous casting (inflict); rebuke undead 4x/day; 
  SQ immunity to sleep effects (Ex), +2 saves vs. 
  enchantment spells and effects, +2 will saves vs. spells 
  and spell-like effects, SR 16, darkvision 120 ft.;  
   
  AL CE; SV Fort +5, Ref +1, Will +7; Str 12, Dex 10, 
  Con 12, Int 14, Wis 21, Cha 12. 
   
  Skills and Feats: Concentration +9, Diplomacy +9, 
  Disguise +3, Heal +5, Listen +5, Search +4, Sense 
  Motive +6, Spellcraft +10, Spot +5; Combat Casting, 
  Divine Spell Power, Daylight Adaptation. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Goblin, and Undercommon. 
   
  Cleric Spells Prepared (5/4/3/2; base DC = 15 + spell 
  level): 0-[resistance, read magic, cure minor wounds, detect 
  magic]; 1st-[entropic shield, obscuring mist, protection from 
  good, longstrider*, shield of faith, cure light wounds]; 2nd-
  [body blades, veil of shadow, deific vengeance, invisibility*]; 
  3rd-[fly*, energy vortex, cure serious wounds]. 
   
  *Domain spell. Deity [Vhaeraun]; Domains: 
  [Travel (use the free action ability 1/day); Trickery 
  (bluff, disguise and hide are class skills)]. 
   
  Possessions: spiked gauntlet (5 gp); +1 sword, short 
  (2,310 gp); +1 breastplate (1,350 gp); +1 buckler (1.165 gp); 
  Silver holy symbol; Silver holy symbol (25 gp); Wooden holy 
  symbol (1 gp); Spell component pouch (2) (10 gp); 
  Disguise kit (50 gp); Drow knockout poison (75 gp) 
  (Injury DC 13; initial damage: unconsciousness, 1 
  minute; secondary damage: unconsciousness, 2d4 
  hours. (RoFR160));  cure light wounds (2) (100 gp); periapt 
  of wisdom +4 (16,000 gp). 
   
  Hobgoblin Fighter: male humanoid (goblin) Ftr3; CR 
  3; medium humanoid; HD 3d10+9; hp 26; Init +2; Spd 
  30 ft.; AC 18, touch 12, flatfooted 16; Base Atk +3; Grp 
  +7;  
   
  Atk/Full Atk +9 melee (1d8+4, mw longsword); 
   
  SQ darkvision 60 ft;  
   
  AL CE; SV Fort +6, Ref +3, Will +2; Str 18, Dex 14, 
  Con 16, Int 12, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +8, Intimidate +4, Jump +8, 
  Move Silently +4; Improved Toughness, Shieldmate, 
  Power Attack, Weapon Focus: longsword. 
   
  Possessions: chain shirt (100 gp); darkwood shield 
  (257 gp); mw longsword (315 gp). 
   
  Hobgoblin Rogue: male humanoid (goblin) Rogue 2; 
  CR 2; Medium Humanoid ; HD 2d6+4; hp 15; Init +4; 
  Spd 30 ft.; AC 18, touch 14, flatfooted 14; Base Atk +1; 
  Grp +4;  
   
  Atk/Full Atk +5 melee (1d6+3, mw rapier, 18-20 
  x2);  
   
  SQ darkvision 60 ft;  
   
  AL CE; SV Fort +2, Ref +7, Will +0; Str 16, Dex 18, 
  Con 14, Int 14, Wis 10, Cha 6. 
   
  Skills and Feats: Balance +9, Climb +6, Escape Artist 
  +7, Hide +7, Jump +8, Listen +5, Move Silently +11, 
  Sense Motive +5, Spot +5, Tumble +9; Power Attack. 
   
  Possessions: chain shirt (100 gp); mw rapier (320 gp). 
   
  ENCOUNTER FOUR: INTO THE 
  DARKNESS 
  Drow Wizard: male elf [Drow] Wiz5; CR 6; Medium 
  Humanoid (Elf); HD 5d4+5 (19 hp); Init +2; Spd 30 ft.; 
  AC 14, touch 14, flatfooted 12; Base Atk +2; Grp +2;  
   
  Atk/Full Atk +3 melee (1d6 plus poison, sword, 
  short, masterwork);  
   
  SA poison, dancing lights, darkness, faerie fire; SQ 
  immunity to sleep effects (Ex), +2 saves vs. 
  enchantment spells and effects, +2 will saves vs. spells 
  and spell-like effects, light blindness, SR 16, darkvision 
  120 ft.;  
   
  AL CE; SV Fort +2, Ref +3, Will +5; Str 10, Dex 14, 
  Con 12, Int 20, Wis 12, Cha 10. 
   
  Languages: 
  Abyssal, 
  Common, 
  Drow 
  Sign 
  Language, Elven, Goblin, Undercommon. 
   
  Skills and Feats: Concentration +9, Decipher Script 
  +10, Knowledge (arcana) +13, Knowledge (Religion) +8, 
  Knowledge (underdark) +13, Listen +3, Search +7, 
  Spellcraft +15, Spot +3; Point Blank Shot, Precise Shot, 
  Scribe Scroll, Sudden Widen. 
   
  Wizard Spells Prepared (4/5/3/2; Base DC = 15 + 
  spell level): 0-[electric jolt, acid splash, launch bolt, caltrops]; 
  1st-[ray of flame, hail of stone, mage armor, expeditious 
  retreat, swift, orb of fire, lesser]; 2nd-[blast of force, baleful 
  transposition, scorching ray]; 3rd-[sound lance, fireball]. 
   
  Possessions: mw short sword (310 gp); Coin: gp (30); 
  Drow knockout poison (75 gp) (Injury DC 13; initial 
  damage: 
  unconsciousness, 
  1 
  minute; 
  secondary 
  damage: unconsciousness, 2d4 hours. (RoFR160)); ring 
  of protection +1 (2,000 gp); amulet of natural armor +1 
  (2,000 gp); headband of intellect +2 (4,000 gp); safe wing 
  emblem (250 gp); cure light wounds potion (1) (50 gp). 
   
  Familiar: male beholderkin, eyeball; CR 1/2; Tiny 
  aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 
  30, 5, fly, Good 40; AC 21;  
  URC6-06 Enemy Of My Enemy 
   
  Page 28 
  
   
  Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, 
  Bite); SA: Eye Rays (Su);  
   
  SQ: Immunity: Charm (Ex), Immunity: Mind-
  Affecting Attacks (Ex), Flight (Ex), All-Around Vision 
  (Ex), Darkvision (Ex): 60 ft;  
   
  AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 
  16, CON 9, INT 10, WIS 10, CHA 10. 
   
  Skills and Feats: Concentration + 15, Hide + 15, 
  Listen + 3, Search + 9, Spot + 10; Alertness. 
   
  Eye Rays (Su): Unlike true beholders, which can 
  use all their eye ray attacks the same round, eyeballs 
  can only use one of their four rays at a time. In 
  addition, an eyeball that fires a daze ray or a ray of frost 
  cannot fire another daze ray or ray of frost for 2 rounds. 
   
  Each eye effect resembles a spell cast by a sorcerer 
  (levels vary depending on the eye) but follows the rules 
  for a ray (see Aiming a Spell in Chapter 10 of the 
  Player’s Handbook).  
   
  Cause Fear: As the spell, range 35 feet. The Will 
  save is DC 10. 
   
  Daze: As the spell, range 35 feet. The Will save is 
  DC 10. 
   
  Mage hand: As the spell cast by a 4th level sorcerer, 
  except the eyeball can use the ray without having to 
  use a move-equivalent action to move an unattended 
  object weighing no more than 5 pounds up to 15 feet a 
  round. The ray has a range of 35 feet. 
   
  Ray of frost: As the spell, range 35 feet. 
   
  Immunities (ex): Eyeballs are immune to charm 
  and command effects. 
   
  All 
  Around 
  Vision 
  (Ex): 
  Eyeballs 
  are 
  exceptionally alert. Their many small eyes give them a 
  +4 racial bonus on spot checks and a +8 racial bonus on 
  search checks. Opponents gain no flanking bonuses 
  when attacking an eyeball. Once an eyeball has 
  attacked during an encounter, its all around vision 
  negates any sneak attack.  
   
  Flight (Ex): An eyeballs’ body is naturally 
  buoyant. This buoyancy allows it to fly as the spell, as a 
  free action, at a speed of 40 feet. The buoyancy also 
  grants a feather fall effect with personal range. 
   
  ENCOUNTER SIX: ENEMY OF MY 
  ENEMY 
  Advanced Displacer Beast: CR 5; Large Magical 
  Beast; HD 9d10+27 (76 hp); Init +2; Spd 40 ft. (8 
  squares); AC 16, touch 11, flatfooted 14; Base Atk +9; 
  Grp +17;  
   
  Atk +12 melee (1d6+4, 2 Tentacle);  
   
  Full Atk +12 melee (1d6+4, 2 tentacle) and +7 
  melee (1d8+2, bite);  
   
  Space/Reach 
  10ft./5ft.; 
  SQ 
  displacement, 
  darkvision 60 ft., low-light vision, resistance: ranged 
  attacks 2;  
   
  AL LE; SV Fort +9, Ref +8, Will +4; Str 18, Dex 15, 
  Con 16, Int 5, Wis 12, Cha 8. 
   
  Skills: Hide +6, Jump +8 
   
  Displacement (Su): A light-bending glammer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature's true location.  
   
  Any melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the beast by 
  some means other than sight. A true seeing effect 
  allows the user to see the beast's position, but see 
  invisibility has no effect.  
   
  resistance to Ranged Attacks (Su): A displacer 
  beast gains a +2 resistance bonus to saves against any 
  ranged spell or ranged magical attack that specifically 
  targets it (except for ranged touch attacks). 
   
  Drow Fighter: male elf [Drow] Ftr6; CR 7; Medium 
  Humanoid (Elf); HD 6d10+12; hp 57; Init +2; Spd 20 ft.; 
  AC 19, touch 14, flatfooted 17; Base Atk +6; Grp +9;  
   
  Atk +7 melee (2d4+4, +1 Chain, spiked);  
   
  Full Atk +5 melee (2d4+4, +1 chain, spiked) and +5 
  melee (2d4+2, +1 chain, spiked);  
   
  SA poison, dancing lights, darkness, faerie fir,; SQ 
  immunity to sleep effects, light blindness, SR 17, 
  darkvision 120 ft.; AL CE; SV Fort +7, Ref +4, Will +3; 
  Str 17, Dex 15, Con 14, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +8, Handle Animal +8, 
  Intimidate +3, Jump -2, Listen +3, Search +3, Spot +3; 
  Armor Proficiency: heavy, Armor Proficiency: light, 
  Armor Proficiency: medium, Combat Expertise, Exotic 
  Weapon 
  Proficiency: 
  Chain, 
  spiked, 
  Improved 
  Toughness, Improved Trip, Monkey Grip, Shield 
  Proficiency, Simple Weapon Proficiency, Tower Shield 
  Proficiency, Two-Weapon Fighting, Weapon Focus: 
  Chain, spiked. 
   
  Possessions: +1 chain, spiked x2 (8,325 gp); +2 chain 
  mail (4,300 gp); potion cure light wounds x2 (50 gp); coin 
  (175 gp). 
   
  ENCOUNTER 9 A: THE ITSY BITSY 
  SPIDER 
  Fiendish Spellwarped advanced large monstrous 
  spider: Large aberration (Extraplanar, Vermin); CR6; 
  HD 7d8+18; hp52; Init +4; Spd 30ft, climb 20ft; AC 16 (-
  1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base 
  Atk +5; Grp +13; Atk +8 melee (1d8+6 plus poison, bite); 
  Full Atk +8 melee (1d8+6 plus poison, bite); SA Poison, 
  smite good, web; SQ cold and fire resistance 5, DR 
  5/magic, darkvision 60ft, tremorsense 60ft, vermin 
  traits; SR 18; Face/Reach 10ft/5ft; AL CE; SV Fort +7; 
  Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, 
  Cha 2 
   
  Skills and Feats: Climb +13, Hide +6*, Jump +4*, 
  Spot +4*. Ability focus (poison), Snatch 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  Web (Ex): Escape Artist check (DC15) or a 
  Strength check (DC19). 
  URC6-06 Enemy Of My Enemy 
   
  Page 29 
  
   
  Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in contact 
  with the spider’s webs. 
   
  Skills: Monstrous spiders have a +4 racial bonus 
  on Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher. *Hunting spiders have a +10 racial 
  bonus on Jump checks and a +8 racial bonus on Spot 
  checks. Web-spinning spiders have a +8 racial bonus on 
  Hide and Move Silently checks when using their webs. 
   
  See Appendix Five: New Rules - New 
  Creatures for all Spellwarped Special Abilities and 
  Attacks. 
   
  Fiendish Spellwarped large monstrous spider: 
  Large aberration (Extraplanar, Vermin); CR4; HD 
  4d8+12; hp30; Init +4; Spd 30ft, climb 20ft; AC 16 (-1 
  size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base 
  Atk +3; Grp +11; Atk +6 melee (1d8+6 plus poison, bite); 
  Full Atk +6 melee (1d8+6 plus poison, bite); SA Poison, 
  smite good, web; SQ cold and fire resistance 5, DR 
  5/magic, darkvision 60ft, tremorsense 60ft, vermin 
  traits; SR 15; Face/Reach 10ft/5ft; AL CE; SV Fort +7; 
  Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, 
  Cha 2 
   
  Skills and Feats: Climb +13, Hide +4*, Jump +4*, 
  Spot +4*. Ability focus (poison) 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  Web (Ex): Escape Artist check (DC13) or a 
  Strength check (DC17). 
   
  Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in contact 
  with the spider’s webs. 
   
  Skills: Monstrous spiders have a +4 racial bonus 
  on Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher. *Hunting spiders have a +10 racial 
  bonus on Jump checks and a +8 racial bonus on Spot 
  checks. Web-spinning spiders have a +8 racial bonus on 
  Hide and Move Silently checks when using their webs. 
   
  See Appendix Five: New Rules - New 
  Creatures for all Spellwarped Special Abilities and 
  Attacks. 
   
  ENCOUNTER 9 B: WELCOME TO MY 
  PARLOR 
  Demon, 
  Yochlol: 
  Medium-Size/Large 
  Outsider 
  (Chaotic, Extraplanar, Evil, Tanar’ri); CR 5; Hit Dice: 
  6d8+6; hp 33; Init +2; Spd 30 ft., (climb 20 ft. in Spider 
  Form); AC Humanoid Form 17 (+2 Dex, +5 Drow 
  chainmail) Touch 12, Flat Footed 15; Spider Form 16 
  (+2 Dex, -1 Size, +5 Natural) Touch 11, Flat Footed 14; 
  Ooze Form 12 (+2 Dex) Touch 12, Flat Footed 10; 
  Gaseous Form 11 (+2 Dex, -1 Size) Touch 11, Flat 
  Footed 9; 
   
  Attack: Humanoid Form: +10 melee (1d6+4/19-
  20x2, short sword) or +8 ranged (1d4/x2, Hand 
  Crossbow); Spider Form: Bite +9 melee (1d8+6 plus 
  poison); Ooze Form: Tentacle +10 melee (1d4+4) 
   
  Full Attack: Humanoid Form: +10/+5 melee 
  (1d6+4/19-20x2, short sword) or +8/+3 ranged (1d4/x2, 
  Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 
  plus poison); Ooze Form: 8 Tentacles +10 melee 
  (1d4+4) 
   
  Space/Reach: Humanoid Form 5 ft. / 5 ft.; Spider 
  Form 10 ft. / 5 ft.; Ooze Form 5 ft. / 5 ft.; Gaseous Form 
  5 ft. / 5 ft. SA Spell-like abilities, Psionics, Poison; SQ 
  Damage Reduction 5 / cold Iron and Good, Electricity 
  Immunity, fire resistance 20, Gaseous form, Gas, 
  Immune to Critical Hits (Ooze form only), Immune to 
  Sneak Attacks (Ooze form only), Poison Immunity, SR 
  15, Telepathy;  
   
  AL CE; SV Fort +6, Ref +7, Will +7; Str 19, Dex 14, 
  Con 13, Int 14, Wis 15, Cha 16. 
   
  Language: Abyssal 
   
  Skills and Feats: Bluff +12, Climb (in Spider form 
  only) 
  +12, 
  Concentration 
  +7, 
  Diplomacy 
  +14, 
  Intimidate +14, Knowledge (Religion) +11, Listen +11, 
  Spot +11. Blind Fighting, Combat Casting. 
   
  Possessions: short sword (20 gp), hand crossbow 
  (200 gp). 
   
  URC6-06 Enemy Of My Enemy 
   
  Page 30 
  
  APPENDIX ONE: APL 8 
  ENCOUNTER THREE: NOTHING IS 
  WHAT IT APPEARS TO BE 
  Cleric of Vhaeraun: male elf [Drow] Cleric 7; CR 8; 
  Medium Humanoid (Elf); HD 6d8+6 (50 hp); Init +0; 
  Spd 20 ft.; AC 21, touch 12, flatfooted 21; Base Atk +4; 
  Grp +5;  
   
  Atk/Full Atk +6 melee (1d6+2 plus poison, +1 short 
  sword) or +5 melee (1d4+1, gauntlet, spiked) ; 
   
  SA poison, dancing lights, darkness, faerie fire, 
  spontaneous casting (inflict); rebuke undead 4x/day; 
  SQ immunity to sleep effects (Ex), +2 saves vs. 
  enchantment spells and effects, +2 will saves vs. spells 
  and spell-like effects, SR 18, darkvision 120 ft.;  
   
  AL CE; SV Fort +6, Ref +2, Will +10; Str 12, Dex 10, 
  Con 12, Int 14, Wis 21, Cha 12. 
   
  Skills and Feats: Concentration +10, Diplomacy +10, 
  Disguise +3, Heal +6, Listen +7, Search +4, Sense 
  Motive +9, Spellcraft +11, Spot +7; Combat Casting, 
  Daylight Adaptation, Divine Spell Power. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Goblin, and Undercommon. 
   
  Cleric Spells Prepared (6/7/5/4/3; base DC = 16 + 
  spell level): 0-[resistance, virtue, read magic, cure minor 
  wounds, detect magic]; 1st-[entropic shield, obscuring mist, 
  protection from good, longstrider*, sanctuary, shield of faith, 
  cure light wounds]; 2nd-[body blades, veil of shadow, balor 
  nimbus, divine interdiction, deific vengeance, invisibility*]; 
  3rd-[fly*, energy vortex, cure serious wounds, clutch of Orcus]; 
  4th-[dimension door*, shield of faith, mass, negative energy 
  aura]. 
   
  *Domain spell. Deity [Vhaeraun]; Domains: 
  [Travel (use the free action ability 1/day); Trickery 
  (bluff, disguise and hide are class skills) 
   
  Possessions: spiked gauntlet (5 gp); +1 sword, short 
  (2,310 gp); +1 breastplate (1,350 gp); +1 buckler (1.165 gp); 
  silver holy symbol, silver holy symbol (25 gp); wooden 
  holy symbol (1 gp); spell component pouch (2) (10 gp); 
  disguise kit (50 gp); giant wasp poison (210 gp) (injury 
  DC 18, initial 1d6 Dex, secondary 1d6, DC 20 Craft, 
  trap CR modifier +3 (A&EG37)); cure light wounds (2) 
  (50 gp); periapt of wisdom +4 (16,000 gp), ring of protection 
  +3 (18,000 gp). 
   
  Bugbear Fighter: male bugbear Humanoid3/Ftr2: CR 
  4; Medium Humanoid ; HD 3d8+3; hp 34; Init +1; Spd 
  20 ft.; AC 20, touch 11, flatfooted 19; Base Atk +4; Grp 
  +7;  
   
  Atk/Full Atk +9 melee (1d6+4, +1 short sword); 
   
  SQ darkvision 60 ft., scent;  
   
  AL CE; SV Fort +7, Ref +2, Will +1; Str 16, Dex 12, 
  Con 13, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Hide +0, Intimidate +4, 
  Listen +7, Move Silently -1, Spot +2; Alertness, Phalanx 
  Fighting, Power Attack, Weapon Focus: Short sword 
   
  Possessions: +1 short sword (2,310 gp), banded mail 
  (250 gp). 
   
  ENCOUNTER FOUR: INTO THE 
  DARKNESS 
  Drow Wizard: male elf [Drow] Wiz7; CR 8; Medium 
  Humanoid (Elf); HD 7d4+7 (23 hp); Init +2; Spd 30 ft.; 
  AC 14, touch 14, flatfooted 12; Base Atk +3; Grp +3;  
   
  Atk/Full Atk +4 melee (1d6 plus poison, sword, 
  short, masterwork);  
   
  SA poison, dancing lights, darkness, faerie fire; SQ 
  immunity to sleep effects (Ex), +2 saves vs. 
  enchantment spells and effects, +2 will saves vs. spells 
  and spell-like effects, light blindness, SR 18, darkvision 
  120 ft.;  
   
  AL CE; SV Fort +3, Ref +4, Will +6; Str 10, Dex 14, 
  Con 12, Int 23, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +11, Decipher 
  Script +11, Knowledge (arcana) +14, Knowledge 
  (Religion) +9, Knowledge (the planes) +14, Knowledge 
  (underdark) +14, Listen +3, Search +8, Spellcraft +16, 
  Spot +3; Point Blank Shot, Precise Shot, Scribe Scroll, 
  Sudden Maximize, Sudden Widen.  
   
  Languages: 
  Abyssal, 
  Common, 
  Drow 
  Sign 
  Language, Elven, Goblin, Undercommon. 
   
  Wizard Spells Prepared(4/6/5/3/2; Base DC = 16 + 
  spell level): 0-[acid splash, launch bolt, caltrops]; 1st-[ray of 
  flame, hail of stone, mage armor, expeditious retreat, swift, orb 
  of fire, lesser, orb of electricity, lesser]; 2nd-[distracting ray, 
  blast of force, baleful transposition, scorching ray]; 3rd-[sound 
  lance, fireball]; 4th-[backlash, phantasmal killer]. 
   
  Possessions: mw short sword (310 gp); Coin: gp (30); 
  Drow knockout poison (75 gp) (Injury DC 13; initial 
  damage: 
  unconsciousness, 
  1 
  minute; 
  secondary 
  damage: unconsciousness, 2d4 hours. (RoFR160)); ring: 
  protection +1 (2,000 gp); amulet of natural armor +1 (2,000 
  gp); headband of Intellect +4 (16,000 gp); safewing emblem 
  (250 gp); cure light wounds potion (1) (50 gp). 
   
  Familiar: male beholderkin, eyeball; CR 1/2; Tiny 
  Aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 
  30, 5, fly, Good 40; AC 21;  
   
  Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, 
  Bite);  
   
  SA: Eye Rays (Su); SQ: Immunity: Charm (Ex), 
  Immunity: Mind-Affecting Attacks (Ex), Flight (Ex), 
  All-Around Vision (Ex), Darkvision (Ex): 60 ft.;  
   
  AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 
  16, CON 9, INT 10, WIS 10, CHA 10. 
  URC6-06 Enemy Of My Enemy 
   
  Page 31 
  
   
  Skills and Feats: Concentration + 15, Hide + 15, 
  Listen + 3, Search + 9, Spot + 10; Alertness. 
   
  Eye Rays (Su): Unlike true beholders, which can 
  use all their eye ray attacks the same round, eyeballs 
  can only use one of their four rays at a time. In 
  addition, an eyeball that fires a daze ray or a ray of frost 
  cannot fire another daze ray or ray of frost for 2 rounds. 
   
  Each eye effect resembles a spell cast by a sorcerer 
  (levels vary depending on the eye) but follows the rules 
  for a ray (see Aiming a Spell in Chapter 10 of the 
  Player’s Handbook).  
   
  Cause Fear: As the spell, range 35 feet. The Will 
  save is DC 10. 
   
  Daze: As the spell, range 35 feet. The Will save is 
  DC 10. 
   
  Mage hand: As the spell cast by a 4th level sorcerer, 
  except the eyeball can use the ray without having to 
  use a move-equivalent action to move an unattended 
  object weighing no more than 5 pounds up to 15 feet a 
  round. The ray has a range of 35 feet. 
   
  Ray of frost: As the spell, range 35 feet. 
   
  Immunities (ex): Eyeballs are immune to charm 
  and command effects. 
   
  Immunities (ex): Eyeballs are immune to charm 
  and command effects. 
   
  All 
  Around 
  Vision 
  (Ex): 
  Eyeballs 
  are 
  exceptionally alert. Their many small eyes give them a 
  +4 racial bonus on spot checks and a +8 racial bonus on 
  search checks. Opponents gain no flanking bonuses 
  when attacking an eyeball. Once an eyeball has 
  attacked during an encounter, its all around vision 
  negates any sneak attack.  
   
  Flight (Ex): An eyeballs’ body is naturally 
  buoyant. This buoyancy allows it to fly as the spell, as a 
  free action, at a speed of 40 feet. The buoyancy also 
  grants a feather fall effect with personal range. 
  ENCOUNTER SIX: ENEMY OF MY 
  ENEMY 
  Hound of the Gloom: CR 9; Large Aberration ; HD 
  12d8+84 (138 hp); Init +2; Spd Climb 20 ft. (4 squares), 
  40 ft. (8 squares); AC 24, touch 11, flatfooted 22; Base 
  Atk +9; Grp +19;  
   
  Atk +14 melee (2d6+6, Bite);  
   
  Full Atk +14 melee (2d6+6, bite) and +12 melee 
  (1d6+3, 2 claw) and +12 melee (1d6+3, 2 tentacle rake);  
   
  Space/Reach 10ft. /5ft.; SA improved grab, poison, 
  pounce; SQ darkvision 60 ft., scent;  
   
  AL NE; SV Fort +13, Ref +6, Will +11; Str 22, Dex 
  15, Con 24, Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Balance +6, Climb +18, Jump +18, 
  Listen +12, Move Silently +6, Spot +12; Cleave, Combat 
  Reflexes, Great Fortitude, Multiattack, Power Attack. 
   
  Combat: Hounds ambush victims by leaping 
  directly into melee. They use their natural climbing 
  ability to reach a point above their target, and then leap 
  down in a deadly pounce from above. The creatures 
  attack with bite, foreclaws, and the two larger tentacles 
  surrounding their heads, which are much longer than 
  the others. These two tentacles have a reach of 10 feet 
  and end in five-fingered hands that look almost 
  identical to human hands, except they have strong, 
  sharp claws instead of nails. 
   
  Once engaged, a hound uses its bite and claw 
  attacks against a single foe. A target that withstands 
  several blows or one that deals the hound a significant 
  amount of damage is the target of the hound's poisoned 
  hands. 
   
  Improved Grab (Ex): To use this ability, the 
  hound must hit with a tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  Poison (Ex): Injury, Fortitude DC 23, initial and 
  secondary damage 1d8 Dex. The save DC is 
  Constitution-based. 
   
  Pounce (Ex): If a hound of the gloom charges a 
  foe, it can make a full attack, including two tentacle 
  attacks. 
   
  Appearance: This powerful quadruped vaguely 
  resembles a huge dog or bear. Its massive, hairless body 
  ripples with extraordinary musculature. Its hide is 
  sleek and milky-white in color, and bony plates cover 
  its head and protect its eyes. Long tentacles ring the 
  head like a lion's mane. Two of the tentacles, longer 
  than the others, end in oddly humanlike hands. 
   
  Drow Half Dragon Fighter: male dragon (elf) Ftr4; 
  CR 7; Medium Dragon (Elf); HD 4d12+16 (62 hp); Init 
  +1; Spd 30 ft.; AC 22, touch 11, flatfooted 22; Base Atk 
  +4; Grp +10;  
   
  Atk +12 melee (2d4+10, +1 chain, spiked);  
   
  Full Atk +12 melee (2d4+10, +1 chain, spiked) or 
  +10 melee (1d4+6, 2 claw) and +5 melee (1d6+3, bite);  
   
  SA breath weapon, poison, dancing lights, darkness, 
  faerie fire; SQ immunity to sleep effects and paralysis 
  and acid, light blindness, SR 18, darkvision 120 ft., low-
  light vision;  
   
  AL CE; SV Fort +8, Ref +2, Will +1; Str 23, Dex 12, 
  Con 18, Int 14, Wis 10, Cha 14. 
   
  Skills and Feats: Climb +13, Handle Animal +9, 
  Intimidate +7, Jump +10, Listen +2, Search +4, Spot +2; 
  Combat Expertise, Exotic Weapon Proficiency: chain, 
  spiked, Improved Toughness, Improved Trip, Weapon 
  Focus: chain, spiked. 
   
  Breath Weapon (SA): 60 foot line of acid, Ref 
  save DC 16 for half; 6d8 damage. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Undercommon. 
   
  Possessions: +1 chain, spiked (8,325 gp); +1 splint mail 
  (1,350 gp); potion cure light wounds x2 (50 gp); coin (175 
  gp). 
   
  Drow Monk: male elf [Drow] Mnk7; CR 8; medium 
  Humanoid (Elf); HD 7d8+14 hp 53; Init +1; Spd 50 ft.; 
  AC 18, touch 18, flatfooted 17; Base Atk +5; Grp +18;  
   
  Atk +10 melee (1d8+5, Unarmed strike);  
   
  Full Atk +10 melee (1d8+5, unarmed strike) and +5 
  melee (1d4+5, 2 tentacles) or +9/+9 melee ( 1d8+5, 
  flurry of blows) and +5 melee (1d4+5, 2 tentacles); 
  URC6-06 Enemy Of My Enemy 
   
  Page 32 
  
   
  SA improved flurry of blows, ki strike, poison, 
  purity of body, dancing lights, darkness, faerie fire; SQ AC 
  bonus +1, evasion, immunity to sleep effects (Ex), +2 
  saves vs. enchantment spells and effects, +2 will saves 
  vs. spells and spell-like effects, light blindness, slow fall 
  (30 ft), still mind, wholeness of body, wisdom bonus to 
  AC; SR 18, darkvision 120 ft.;  
   
  AL LE; SV Fort +7, Ref +6, Will +8; Str 20, Dex 12, 
  Con 14, Int 10, Wis 17, Cha 8. 
   
  Skills and Feats: Hide +14, Jump +20, Listen +12, 
  Move Silently +11, Search +2, Spot +10, Tumble +13; 
  Aberration Blood - Flexible Limbs, Bestial Hide, 
  Combat Reflexes, Deepspawn, Improved Grapple, 
  Improved Trip, Improved Unarmed Strike. (See 
  Appendix Eight for new feats) 
   
  Possessions: 500 gp; belt of giant strength +4; cloak of 
  elvenkind; boots of elvenkind; ring: protection +5. 
   
  ENCOUNTER 9 A: THE ITSY BITSY 
  SPIDER 
  Fiendish Spellwarped advanced large monstrous 
  spider: Large aberration (Extraplanar, Vermin); CR6; 
  HD 7d8+18; hp52; Init +4; Spd 30ft, climb 20ft; AC 16 (-
  1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base 
  Atk +5; Grp +13; Atk +8 melee (1d8+6 plus poison, bite); 
  Full Atk +8 melee (1d8+6 plus poison, bite); SA Poison, 
  smite good, web; SQ cold and fire resistance 5, DR 
  5/magic, darkvision 60ft, tremorsense 60ft, vermin 
  traits; SR 18; Face/Reach 10ft/5ft; AL CE; SV Fort +7; 
  Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, 
  Cha 2 
   
  Skills and Feats: Climb +13, Hide +6*, Jump +4*, 
  Spot +4*. Ability focus (poison), Snatch 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  Web (Ex): Escape Artist check (DC15) or a 
  Strength check (DC19). 
   
  Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in contact 
  with the spider’s webs. 
   
  Skills: Monstrous spiders have a +4 racial bonus 
  on Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher. *Hunting spiders have a +10 racial 
  bonus on Jump checks and a +8 racial bonus on Spot 
  checks. Web-spinning spiders have a +8 racial bonus on 
  Hide and Move Silently checks when using their webs. 
   
  See Appendix Five: New Rules - New 
  Creatures for all Spellwarped Special Abilities and 
  Attacks. 
   
  Fiendish Spellwarped large monstrous spider: 
  Large aberration (Extraplanar, Vermin); CR4; HD 
  4d8+12; hp30; Init +4; Spd 30ft, climb 20ft; AC 16 (-1 
  size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base 
  Atk +3; Grp +11; Atk +6 melee (1d8+6 plus poison, bite); 
  Full Atk +6 melee (1d8+6 plus poison, bite); SA Poison, 
  smite good, web; SQ cold and fire resistance 5, DR 
  5/magic, darkvision 60ft, tremorsense 60ft, vermin 
  traits; SR 15; Face/Reach 10ft/5ft; AL CE; SV Fort +7; 
  Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, 
  Cha 2 
   
  Skills and Feats: Climb +13, Hide +4*, Jump +4*, 
  Spot +4*. Ability focus (poison) 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  Web (Ex): Escape Artist check (DC13) or a 
  Strength check (DC17). 
   
  Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in contact 
  with the spider’s webs. 
   
  Skills: Monstrous spiders have a +4 racial bonus 
  on Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher. *Hunting spiders have a +10 racial 
  bonus on Jump checks and a +8 racial bonus on Spot 
  checks. Web-spinning spiders have a +8 racial bonus on 
  Hide and Move Silently checks when using their webs. 
   
  See Appendix Five: New Rules - New 
  Creatures for all Spellwarped Special Abilities and 
  Attacks. 
   
  ENCOUNTER 9 B: WELCOME TO MY 
  PARLOR 
  Demon, 
  Yochlol: 
  Medium-Size/Large 
  Outsider 
  (Chaotic, Extraplanar, Evil, Tanar’ri); CR 5; Hit Dice: 
  6d8+6; hp 33; Init +2; Spd 30 ft., (climb 20 ft. in Spider 
  Form); AC Humanoid Form 17 (+2 Dex, +5 Drow 
  chainmail) Touch 12, Flat Footed 15; Spider Form 16 
  (+2 Dex, -1 Size, +5 Natural) Touch 11, Flat Footed 14; 
  Ooze Form 12 (+2 Dex) Touch 12, Flat Footed 10; 
  Gaseous Form 11 (+2 Dex, -1 Size) Touch 11, Flat 
  Footed 9; 
   
  Attack: Humanoid Form: +10 melee (1d6+4/19-
  20x2, short sword) or +8 ranged (1d4/x2, Hand 
  Crossbow); Spider Form: Bite +9 melee (1d8+6 plus 
  poison); Ooze Form: Tentacle +10 melee (1d4+4) 
   
  Full Attack: Humanoid Form: +10/+5 melee 
  (1d6+4/19-20x2, short sword) or +8/+3 ranged (1d4/x2, 
  Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 
  plus poison); Ooze Form: 8 Tentacles +10 melee 
  (1d4+4) 
  URC6-06 Enemy Of My Enemy 
   
  Page 33 
  
   
  Space/Reach: Humanoid Form 5 ft. / 5 ft.; Spider 
  Form 10 ft. / 5 ft.; Ooze Form 5 ft. / 5 ft.; Gaseous Form 
  5 ft. / 5 ft. SA Spell-like abilities, Psionics, Poison; SQ 
  Damage Reduction 5 / cold Iron and Good, Electricity 
  Immunity, fire resistance 20, Gaseous form, Gas, 
  Immune to Critical Hits (Ooze form only), Immune to 
  Sneak Attacks (Ooze form only), Poison Immunity, SR 
  15, Telepathy;  
   
  AL CE; SV Fort +6, Ref +7, Will +7; Str 19, Dex 14, 
  Con 13, Int 14, Wis 15, Cha 16. 
   
  Language: Abyssal 
   
  Skills and Feats: Bluff +12, Climb (in Spider form 
  only) 
  +12, 
  Concentration 
  +7, 
  Diplomacy 
  +14, 
  Intimidate +14, Knowledge (Religion) +11, Listen +11, 
  Spot +11. Blind Fighting, Combat Casting. 
   
  Possessions: short sword (20 gp), hand crossbow 
  (200 gp). 
   
  URC6-06 Enemy Of My Enemy 
   
  Page 34 
  
  APPENDIX ONE: APL 10 
  ENCOUNTER THREE: NOTHING IS 
  WHAT IT APPEARS TO BE 
  Cleric of Vhaeraun, male elf [Drow] Clr7/Wrpr2: CR 
  9; Medium Humanoid (Elf); HD 7d8+7(Cleric), 
  2d10+2(Warpriest); hp 66; Init +0; Spd 20; AC 26, touch 
  18, flatfooted 26; Base  
   
  Atk +7; Grp +8; Atk +9 melee (1d6+2 plus poison, 
  +1 sword, short) or +8 melee (1d4+1, gauntlet, spiked);  
   
  Full Atk +9/+4 melee (1d6+2 plus poison, +1 sword, 
  short) or +8 /+3 melee (1d4+1, gauntlet, spiked);  
   
  SA poison, dancing lights, darkness, faerie fire 
  spontaneous casting (inflict); rebuke undead 4x/day, 
  inflame, rally; SQ immunity to sleep effects (Ex), +2 
  saves vs. enchantment spells and effects, +2 will saves 
  vs. spells and spell-like effects, SR 20; 120 ft.;  
   
  AL CE; SV Fort +10, Ref +3, Will +12; Str 12, Dex 
  10, Con 12, Int 14, Wis 22, Cha 12. 
   
  Skills and Feats: Concentration +15, Diplomacy +12, 
  Disguise +3, Heal +8, Listen +12, Search +4, Sense 
  Motive +12, Spellcraft +14, Spot +8;Combat Casting, 
  Daylight Adaptation, Divine Spell Power, Domain 
  Spontaneity, Spell Focus: enchantment. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Goblin, and Undercommon. 
   
  Bonus Domain: At 1st level, the warpriest gains 
  the Glory domain (if he turns undead) or the 
  Domination domain (if he rebukes undead).  
   
  Inflame (Ex): As a full round action, the warpriest 
  can inflame the passions of his allies. All who can hear 
  the warpriest gain a morale bonus on saving throws 
  against any charm or fear effects. The bonus begins at 
  +2 for a 2nd level warpriest and increases by +2 at each 
  even numbered level thereafter (+4 at 4th, +6 at 6, etc.). 
  This effect lasts for five minutes after the speech ends, 
  plus 1 minute per level of the warpriest. 
   
  Rally (Ex): A warpriest who is currently not 
  suffering from a fear effect can use this ability as a 
  standard action. Allies within 60 feet who are suffering 
  from any fear effect and can hear the warpriest are 
  allowed another saving throw against the fear effect, 
  with a +1 morale bonus per warpriest level. 
   
  Cleric Spells Prepared (6/6/5/4/3; Base DC = 16 + 
  spell level): 0 – [cure minor wounds x2, detect magic, read 
  magic, resistance, virtue; ] 1st – [cure light wounds, entropic 
  shield, longstrider*, obscuring mist, protection from good, 
  sanctuary, shield of faith;] 2nd – [balor nimbus, body blades, 
  deific vengeance, divine interdiction, invisibility*, veil of 
  shadow;] 3rd – [clutch of Orcus, cure serious wounds, energy 
  vortex, fly*, Girallon`s Blessing;] 4th – [negative energy aura, 
  shield of faith, mass, spell immunity, unholy blight*.] 
   
  *Domain spell. Deity [Vhaeraun]; Domains: 
  [Travel (use the free action ability 1/day); Trickery 
  (bluff, disguise and hide are class skills); Domination 
  (you gain Spell Focus: enchantment feat)]. 
   
  Possessions: spiked gauntlet (5 gp); +1 sword, short 
  (2,310 gp); Banded Mail of Luck (18,900 gp); +1 animated 
  mithral heavy steel shield (10,170 gp); silver holy symbol 
  (25 gp); wooden holy symbol (1 gp); Spell component 
  pouch (2) (10 gp); Disguise kit (50 gp); giant wasp 
  poison (210 gp) (injury DC 18, initial 1d6 Dex, 
  secondary 1d6, DC 20 Craft, trap CR modifier +3 
  (A&EG37)); cure light wounds (2) (100 gp); periapt of 
  wisdom +4 (16,000 gp); ring of protection +4 (32,000 gp) 
  blindfold of true darkness (9,000 gp). 
   
  Bugbear Fighter: male Bugbear Humanoid3/Ftr4: CR 
  6; Medium Humanoid ; HD 3d8+6 (63 hp); Init +1; Spd 
  20 ft.; AC 20, touch 11, flatfooted 19; Base Atk +6; Grp 
  +9;  
   
  Atk/Full Atk +11 melee (1d6+4, +1 short sword);  
   
  SQ darkvision 60 ft., scent;  
   
  AL CE; SV Fort +9, Ref +3, Will +2; Str 16, Dex 12, 
  Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Hide +0, Intimidate +8, 
  Listen +7, Move Silently -1, Spot +2; Alertness, Phalanx 
  Fighting, Power Attack, Weapon Focus: Short sword. 
   
  Possessions: +1 short sword (2,310 gp), banded mail 
  (250 gp), blindfold of true darkness (9,000 gp). 
   
  Blindfold of True Darkness: Grants wearer 
  blindsight 60`, but looses regular sight (A&EG130). 
   
  ENCOUNTER FOUR: INTO THE 
  DARKNESS 
  Drow Wizard: male elf [Drow] Wiz9; CR 10; Medium 
  Humanoid (Elf); HD 9d4+9 (30 hp); Init +2; Spd 30 ft.; 
  AC 18, touch 18, flatfooted 16; Base Atk +4; Grp +4;  
   
  Atk/Full Atk +5 melee (1d6+1 plus poison, +1 
  sword, short) or +7 ranged (1d4+1 plus poison, +1 hand 
  crossbow); 
   
  SA poison, dancing lights, darkness, faerie fire; SQ 
  immunity to sleep effects (Ex), +2 saves vs. 
  enchantment spells and effects, +2 will saves vs. spells 
  and spell-like effects, light blindness, SR 21, darkvision 
  120 ft.;  
   
  AL CE; SV Fort +4, Ref +5, Will +7; Str 10, Dex 14, 
  Con 12, Int 24, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +13, Decipher 
  Script +12, Knowledge (arcana) +15, Knowledge 
  (Religion) 
  +10, 
  Knowledge 
  (the 
  planes) 
  +15, 
  Knowledge (underdark) +15, Listen +3, Search +9, 
  Spellcraft +21, Spot +8; Point Blank Shot, Precise Shot, 
  Scribe Scroll, Sudden Empower, Sudden Maximize, 
  Sudden Widen. 
   
  Languages: 
  Abyssal, 
  Common, 
  Drow 
  Sign 
  Language, Elven, Goblin, Undercommon. 
  URC6-06 Enemy Of My Enemy 
   
  Page 35 
  
   
  Wizard Spells Prepared (4/6/6/5/3/2; Base DC = 17 + 
  spell level): 0-[electric jolt, acid splash, launch bolt, caltrops]; 
  1st-[ray of flame, hail of stone, mage armor, expeditious 
  retreat, swift, orb of fire, lesser, orb of electricity, lesser]; 2nd-
  [distracting ray, blast of force, baleful transposition, scorching 
  ray]; 3rd-[sound lance, fireball, fireball, fly]; 4th-
  [defenestrating sphere, backlash, phantasmal killer]; 5th-
  [cone of cold, baleful polymorph]. 
   
  Possessions: +1 sword, short: unholy (18,310 gp); +1 
  hand crossbow (2,400 gp); Coin: gp (30); Drow knockout 
  poison (75 gp) (Injury DC 13; initial damage: 
  unconsciousness, 
  1 
  minute; 
  secondary 
  damage: 
  unconsciousness, 2d4 hours. (RoFR160)); ring of 
  protection +3 (18,000 gp); amulet of natural armor +1 
  (2,000 gp); headband of Intellect +4 (16,000 gp); safewing 
  emblem (250 gp); cure light wounds potion (1) (50 gp). 
   
  Familiar: male beholderkin, eyeball; CR 1/2; Tiny 
  Aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 
  30, 5, fly, Good 40; AC 21;  
   
  Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, 
  Bite);  
   
  SA: Eye Rays (Su) ; SQ: Immunity: Charm (Ex), 
  Immunity: Mind-Affecting Attacks (Ex), Flight (Ex), 
  All-Around Vision (Ex), Darkvision (Ex): 60 ft.;  
   
  AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 
  16, CON 9, INT 10, WIS 10, CHA 10. 
   
  Skills and Feats: Concentration + 15, Hide + 15, 
  Listen + 3, Search + 9, Spot + 10; Alertness. 
   
  Eye Rays (Su): Unlike true beholders, which can 
  use all their eye ray attacks the same round, eyeballs 
  can only use one of their four rays at a time. In 
  addition, an eyeball that fires a daze ray or a ray of frost 
  cannot fire another daze ray or ray of frost for 2 rounds. 
   
  Each eye effect resembles a spell cast by a sorcerer 
  (levels vary depending on the eye) but follows the rules 
  for a ray (see Aiming a Spell in Chapter 10 of the 
  Player’s Handbook).  
   
  Cause Fear: As the spell, range 35 feet. The Will 
  save is DC 10. 
   
  Daze: As the spell, range 35 feet. The Will save is 
  DC 10. 
   
  Mage hand: As the spell cast by a 4th level sorcerer, 
  except the eyeball can use the ray without having to 
  use a move-equivalent action to move an unattended 
  object weighing no more than 5 pounds up to 15 feet a 
  round. The ray has a range of 35 feet. 
   
  Ray of frost: As the spell, range 35 feet. 
   
  Immunities (ex): Eyeballs are immune to charm 
  and command effects. 
   
  Immunities (ex): Eyeballs are immune to charm 
  and command effects. 
   
  All 
  Around 
  Vision 
  (Ex): 
  Eyeballs 
  are 
  exceptionally alert. Their many small eyes give them a 
  +4 racial bonus on spot checks and a +8 racial bonus on 
  search checks. Opponents gain no flanking bonuses 
  when attacking an eyeball. Once an eyeball has 
  attacked during an encounter, its all around vision 
  negates any sneak attack.  
   
  Flight (Ex): An eyeballs’ body is naturally 
  buoyant. This buoyancy allows it to fly as the spell, as a 
  free action, at a speed of 40 feet. The buoyancy also 
  grants a feather fall effect with personal range. 
   
  ENCOUNTER SIX: ENEMY OF MY 
  ENEMY 
  Hound of the Gloom: CR 9; Large Aberration ; HD 
  12d8+84 (138 hp); Init +2; Spd Climb 20 ft. (4 squares), 
  40 ft. (8 squares); AC 24, touch 11, flatfooted 22; Base 
  Atk +9; Grp +19;  
   
  Atk +14 melee (2d6+6, Bite);  
   
  Full Atk +14 melee (2d6+6, bite) and +12 melee 
  (1d6+3, 2 claw) and +12 melee (1d6+3, 2 tentacle rake);  
   
  Space/Reach 10ft. /5ft.; SA improved grab, poison, 
  pounce; SQ darkvision 60 ft., scent;  
   
  AL NE; SV Fort +13, Ref +6, Will +11; Str 22, Dex 
  15, Con 24, Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Balance +6, Climb +18, Jump +18, 
  Listen +12, Move Silently +6, Spot +12; Cleave, Combat 
  Reflexes, Great Fortitude, Multiattack, Power Attack. 
   
  Combat: Hounds ambush victims by leaping 
  directly into melee. They use their natural climbing 
  ability to reach a point above their target, then leap 
  down in a deadly pounce from above. The creatures 
  attack with bite, foreclaws, and the two larger tentacles 
  surrounding their heads, which are much longer than 
  the others. These two tentacles have a reach of 10 feet 
  and end in five-fingered hands that look almost 
  identical to human hands, except they have strong, 
  sharp claws instead of nails. 
   
  Once engaged, a hound uses its bite and claw 
  attacks against a single foe. A target that withstands 
  several blows or one that deals the hound a significant 
  amount of damage is the target of the hound's poisoned 
  hands. 
   
  Improved Grab (Ex): To use this ability, the 
  hound must hit with a tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  Poison (Ex): Injury, Fortitude DC 23, initial and 
  secondary damage 1d8 Dex. The save DC is 
  Constitution-based. 
   
  Pounce (Ex): If a hound of the gloom charges a 
  foe, it can make a full attack, including two tentacle 
  attacks. 
   
  Appearance: This powerful quadruped vaguely 
  resembles a huge dog or bear. Its massive, hairless body 
  ripples with extraordinary musculature. Its hide is 
  sleek and milky-white in color, and bony plates cover 
  its head and protect its eyes. Long tentacles ring the 
  head like a lion's mane. Two of the tentacles, longer 
  than the others, end in oddly humanlike hands. 
   
  Drow Half Dragon Fighter: male dragon (elf) Ftr7; 
  CR 9; Medium Dragon (Elf); HD 7d12+28 (84 hp); Init 
  +1; Spd 30 ft.; AC 22, touch 11, flatfooted 22; Base Atk 
  +7; Grp +13;  
   
  Atk +15 melee (2d4+10, +1 chain, spiked; 18-20 x2);  
  URC6-06 Enemy Of My Enemy 
   
  Page 36 
  
   
  Full Atk +15/+10 melee (2d4+10, +1 chain, spiked) 
  or +13 melee (1d4+6, 2 claw) and +8 melee (1d6+3, bite) 
  or breath weapon (6d8 acid);  
   
  SA breath weapon, poison, dancing lights, darkness, 
  faerie fire; SQ immunity to sleep effects and paralysis 
  and acid, light blindness, SR 20, darkvision 120 ft., low-
  light vision;  
   
  AL CE; SV Fort +9, Ref +3, Will +2; Str 23, Dex 12, 
  Con 18, Int 14, Wis 10, Cha 16. 
   
  Languages: 
  Common, 
  Draconic, 
  Drow 
  Sign 
  Language, Elven, Undercommon 
   
  Skills and Feats: Climb +13, Handle Animal +9, 
  Intimidate +4, Listen +2, Search +4, Spot +2; Combat 
  Expertise, Exotic Weapon Proficiency: chain, spiked, 
  Improved Sunder, Improved Toughness, Improved 
  Trip, Power Attack, Weapon Focus: chain, spiked. 
   
  Breath Weapon (SA): 60 foot line of acid, Ref 
  save DC 17 for half; 6d8 damage. 
   
  Possessions: +1 spiked chain; human bane, wounding 
  (32,325 gp); +1 splint mail (1,350 gp). cure light wounds 
  potion x2 (100 gp). 
   
  Drow Monk: male elf [Drow] Mnk9: CR 10; Medium 
  Humanoid (Elf); HD 9d8+18 (72 hp); Init +1; Spd 60 ft.; 
  AC 16, touch 16, flatfooted 15; Base Atk +6; Grp +19;  
   
  Atk +11 melee (1d10+5, Unarmed strike) or +11 
  melee (1d4+5, 2 tentacles);  
   
  Full Atk +11 melee (1d10+5, unarmed strike) and 
  +6/+6 melee (1d4+2, 2 tentacles) or +11/+11/+6 melee 
  (1d10+5, flurry of blows) and +6/+6 melee (1d4+2, 2 
  tentacles);  
   
  Space/Reach 5ft./10ft.; SA perfect flurry of blows, 
  ki strike, poison, purity of body, dancing lights, darkness, 
  faerie fire;  
  SQ AC bonus +1, evasion, immunity 
  to sleep effects (Ex), +2 saves vs. enchantment spells 
  and effects, +2 will saves vs. spells and spell-like effects, 
  light blindness, slow fall (30 ft), still mind, wholeness 
  of body, wisdom bonus to AC; SR 20, darkvision 120 ft.;  
   
  AL LE; SV Fort +8, Ref +7, Will +10; Str 20, Dex 12, 
  Con 14, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats: Hide +14, Jump +24, Listen +15, 
  Move Silently +13, Search +2, Spot +13, Tumble +15; 
  Aberration Blood - Flexible Limbs, Bestial Hide, 
  Combat Reflexes, Deepspawn, Improved Disarm, 
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike, 
  Inhuman Reach. (see Appendix Eight for new feats) 
   
  Possessions: 500 gp; belt of giant strength +4 (16000 
  gp); cloak of elvenkind (2500 gp); boots of elvenkind (2500 
  gp); ring: protection +5 (50000 gp). 
   
  ENCOUNTER 9 A: THE ITSY BITSY 
  SPIDER 
  Fiendish spellwarped advanced huge monstrous 
  spider: Large aberration; CR 10; HD11d8+44; hp 93; 
  Init +4; Spd 30ft, climb 20ft; AC 19 (-2 size, +4 Dex, +7 
  natural) touch 12, flat-footed 15; Base Atk +8; Grp +22; 
  Atk +13 melee (3d6+9 plus poison, bite); Full Atk +13 
  melee (3d6+9 plus poison, bite); SA Poison, smite good, 
  web; SQ cold and fire resistance 5, DR 10/magic, 
  darkvision 60ft, ethereal jaunt, low-light vision, spell 
  absorption; SR 19; Face/Reach 15ft/10ft; AL CE; SV 
  Fort +10, Ref +6, Will +2; Str 23, Dex 19, Con 18, Int 7, 
  Wis 10, Cha 2; 
   
  Skills and Feats: Climb +14, Hide +0*, Jump +6*, 
  Spot +4*. Ability focus (poison), Improved Natural 
  attack (bite), Snatch 
   
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d8 Str. The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  Web (Ex): Escape Artist check (DC18) or a 
  Strength check (DC22). 
   
  Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in contact 
  with the spider’s webs. 
   
  Skills: Monstrous spiders have a +4 racial bonus 
  on Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher. *Hunting spiders have a +10 racial 
  bonus on Jump checks and a +8 racial bonus on Spot 
  checks. Web-spinning spiders have a +8 racial bonus on 
  Hide and Move Silently checks when using their webs. 
   
  See Appendix Five: New Rules - New 
  Creatures for all Spellwarped Special Abilities and 
  Attacks. 
   
  Fiendish Spellwarped advanced large monstrous 
  spider: Large aberration (Extraplanar, Vermin); CR6; 
  HD 7d8+18; hp52; Init +4; Spd 30ft, climb 20ft; AC 16 (-
  1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base 
  Atk +5; Grp +13; Atk +8 melee (1d8+6 plus poison, bite); 
  Full Atk +8 melee (1d8+6 plus poison, bite); SA Poison, 
  smite good, web; SQ cold and fire resistance 5, DR 
  5/magic, darkvision 60ft, tremorsense 60ft, vermin 
  traits; SR 18; Face/Reach 10ft/5ft; AL CE; SV Fort +7; 
  Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, 
  Cha 2 
   
  Skills and Feats: Climb +13, Hide +6*, Jump +4*, 
  Spot +4*. Ability focus (poison), Snatch 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  Web (Ex): Escape Artist check (DC15) or a 
  Strength check (DC19). 
   
  Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in contact 
  with the spider’s webs. 
  URC6-06 Enemy Of My Enemy 
   
  Page 37 
  
   
  Skills: Monstrous spiders have a +4 racial bonus 
  on Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher. *Hunting spiders have a +10 racial 
  bonus on Jump checks and a +8 racial bonus on Spot 
  checks. Web-spinning spiders have a +8 racial bonus on 
  Hide and Move Silently checks when using their webs. 
   
  See Appendix Five: New Rules - New 
  Creatures for all Spellwarped Special Abilities and 
  Attacks. 
   
  ENCOUNTER 9 B: WELCOME TO MY 
  PARLOR 
  Aspect of Lolth: CR 11; large outsider (Evil, 
  Extraplanar, Chaotic); HD 14d8+42 hp 105; Init +4; Spd 
  Climb 20 ft. (4 squares), 40 ft. (8 squares); AC 21, touch 
  13, flatfooted 17; Base Atk +14; Grp +21;  
   
  Atk +20 melee (1d4+6 plus poison, +3 dagger, 
  chaotic); 
   
  Full Atk +20 melee (1d4+6, +3 dagger, chaotic); and 
  +15 melee (1d8+6 plus poison, bite);  
   
  Space/Reach 10ft./10ft.;  
   
  SA 
  poison; 
  SQ 
  damage 
  reduction 
  5/epic, 
  darkvision 60 ft., SR 25, no dual nature;  
   
  AL CE; SV Fort +12, Ref +13, Will +17; Str 16, Dex 
  18, Con 17, Int 27, Wis 26, Cha 23. 
   
  Languages: 
  Abyssal, 
  Draconic, 
  Elven, 
  Undercommon  
   
  Skills and Feats: Climb +11, Jump +7; Blind-Fight, 
  Improved Critical: Bite, Simple Weapon Proficiency, 
  Weapon Finesse, Weapon Focus: Bite, Weapon 
  Specialization: Bite. 
   
  Combat: An aspect of Lolth's natural weapons, as 
  well as any weapons it wields, are treated as chaotic-
  aligned and evil-aligned for the purpose of overcoming 
  damage reduction. 
   
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d10 Str. The DC is Constitution-
  based. 
   
   
  Demon, 
  Yochlol: 
  Medium-Size/Large 
  Outsider 
  (Chaotic, Extraplanar, Evil, Tanar’ri); CR 5; Hit Dice: 
  6d8+6; hp 33; Init +2; Spd 30 ft., (climb 20 ft. in Spider 
  Form); AC Humanoid Form 17 (+2 Dex, +5 Drow 
  chainmail) Touch 12, Flat Footed 15; Spider Form 16 
  (+2 Dex, -1 Size, +5 Natural) Touch 11, Flat Footed 14; 
  Ooze Form 12 (+2 Dex) Touch 12, Flat Footed 10; 
  Gaseous Form 11 (+2 Dex, -1 Size) Touch 11, Flat 
  Footed 9; 
   
  Attack: Humanoid Form: +10 melee (1d6+4/19-
  20x2, short sword) or +8 ranged (1d4/x2, Hand 
  Crossbow); Spider Form: Bite +9 melee (1d8+6 plus 
  poison); Ooze Form: Tentacle +10 melee (1d4+4) 
   
  Full Attack: Humanoid Form: +10/+5 melee 
  (1d6+4/19-20x2, short sword) or +8/+3 ranged (1d4/x2, 
  Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 
  plus poison); Ooze Form: 8 Tentacles +10 melee 
  (1d4+4) 
   
  Space/Reach: Humanoid Form 5 ft. / 5 ft.; Spider 
  Form 10 ft. / 5 ft.; Ooze Form 5 ft. / 5 ft.; Gaseous Form 
  5 ft. / 5 ft. SA Spell-like abilities, Psionics, Poison; SQ 
  Damage Reduction 5 / cold Iron and Good, Electricity 
  Immunity, fire resistance 20, Gaseous form, Gas, 
  Immune to Critical Hits (Ooze form only), Immune to 
  Sneak Attacks (Ooze form only), Poison Immunity, SR 
  15, Telepathy;  
   
  AL CE; SV Fort +6, Ref +7, Will +7; Str 19, Dex 14, 
  Con 13, Int 14, Wis 15, Cha 16. 
   
  Language: Abyssal 
   
  Skills and Feats: Bluff +12, Climb (in Spider form 
  only) 
  +12, 
  Concentration 
  +7, 
  Diplomacy 
  +14, 
  Intimidate +14, Knowledge (Religion) +11, Listen +11, 
  Spot +11. Blind Fighting, Combat Casting. 
   
  Possessions: short sword (20 gp), hand crossbow 
  (200 gp). 
   
  URC6-06 Enemy Of My Enemy 
   
  Page 38 
  
  APPENDIX ONE: APL 12 
  ENCOUNTER THREE: NOTHING IS 
  WHAT IT APPEARS TO BE 
  Cleric of Vhaeraun: male elf [Drow] Clr7/Wrp4: CR 
  12; Medium Humanoid (Elf); HD 7d8+7 (87 hp); Init 
  +0; Spd 20 ft.; AC 26, touch 18, flatfooted 26; Base Atk 
  +9; Grp +10;  
   
  Atk +11 melee (1d6+2 plus poison, +1 short sword) 
  or 10 melee (1d4+1, spiked gauntlet); 
   
  Full Atk +11/+6 (1d6+2 plus poison, +1 short sword) 
  or +10/+5 melee (1d4+1, gauntlet, spiked); 
   
  SA poison, dancing lights, darkness, faerie fire, 
  spontaneous casting (inflict); rebuke undead 6x/day, 
  bonus domain, bonus caster level, inflame, rally, mass 
  cure light wounds; SQ immunity to sleep effects (Ex), 
  +2 saves vs. enchantment spells and effects, +2 will 
  saves vs. spells and spell-like effects, SR 24, darkvision 
  120 ft.;  
   
  AL CE; SV Fort +9, Ref +3, Will +12; Str 12, Dex 10, 
  Con 12, Int 14, Wis 22, Cha 16. 
   
  Skills and Feats: Bluff +7, Concentration +13, 
  Diplomacy +16, Disguise +5, Heal +8, Listen +8, Search 
  +4, Sense Motive +12, Spellcraft +14, Spot +8; Combat 
  Casting, Daylight Adaptation, Divine Spell Power, 
  Domain Spontaneity. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Goblin, and Undercommon. 
   
  Bonus Domain: At 1st level, the warpriest gains 
  the Glory domain (if he turns undead) or the 
  Domination domain (if he rebukes undead).  
   
  Inflame (Ex): As a full round action, the warpriest 
  can inflame the passions of his allies. All who can hear 
  the warpriest gain a morale bonus on saving throws 
  against any charm or fear effects. The bonus begins at 
  +2 for a 2nd level warpriest and increases by +2 at each 
  even numbered level thereafter (+4 at 4th, +6 at 6, etc.). 
  This effect lasts for five minutes after the speech ends, 
  plus 1 minute per level of the warpriest. 
   
  Rally (Ex): A warpriest who is currently not 
  suffering from a fear effect can use this ability as a 
  standard action. Allies within 60 feet who are suffering 
  from any fear effect and can hear the warpriest are 
  allowed another saving throw against the fear effect, 
  with a +1 morale bonus per warpriest level. 
   
  Mass Cure light Wounds (SP): Starting at 3rd 
  level, a warpriest can use mass cure light wounds, once 
  per day as a spell-like ability. Treat the warpriest’s caster 
  level for this effect as equal to his highest divine caster 
  level. 
   
  Cleric Spells Prepared(6/6/6/4/3/2): 0-[resistance, 
  virtue, read magic, cure minor wounds, detect magic]; 1st-
  [entropic shield, obscuring mist, protection from good, 
  longstrider*, sanctuary, shield of faith, cure light wounds]; 
  2nd-[body blades, veil of shadow, balor nimbus, infernal 
  wound, divine interdiction, deific vengeance, invisibility*]; 
  3rd-[ring of blades, fly*, energy vortex, cure serious wounds, 
  Clutch of Orcus]; 4th-[sound lance, unholy blight*, shield of 
  faith, mass, negative energy aura]; 5th-[teleport*, flame 
  strike, doomtide]. 
   
  *Domain spell. Deity [Vhaeraun]; Domains: 
  [Travel (use the free action ability 1/day); Trickery 
  (bluff, disguise and hide are class skills); Evil (cast evil 
  spells at +1 caster level)]. 
   
  Possessions: spiked gauntlet (5 gp); +1 sword, short 
  (2,310 gp); banded mail of luck (18,900 gp); +1 animated 
  mithral heavy steel shield (10,170 gp); silver holy symbol 
  (25 gp); wooden holy symbol (1 gp); spell component 
  pouch (2) (10 gp); disguise kit (50 gp); death blade 
  poison (1800 gp) (injury DC 20, initial 1d6 Con, 
  secondary 2d6 Con, DC 25 Craft, trap CR modifier +5 
  (A&EG37)); cure light wounds potion (2) (100 gp); periapt 
  of wisdom +4 (16,000 gp); ring of protection +4 (32,000 gp); 
  cloak of charisma +4 (16,000 gp), blindfold of true darkness 
  (9,000 gp). 
   
  Drider, 
  Sorcerer 
  #1: 
  male 
  drider 
  (sorcerer) 
  Aberration6/Sor3: CR 10; Large Aberration ; HD 
  6d8+18; hp 64;; Init +2; Spd 30 ft., climb 15 ft. ; AC 17, 
  touch 11, flatfooted 15; Base Atk +5; Grp +11;  
   
  Atk/Full Atk +7 melee (1d4+3, bite) or +4 ranged 
  (2d6+4, bow of force) or +5 melee (1d6+3, +1 dagger) 
  ,+5 melee (1d6+2, +1 dagger) ;  
   
  Space/Reach 10ft./5ft.; SA dancing lights, darkness, 
  detect good, detect magic, detect law, faerie fire, levitate, 
  clairaudience/clairvoyance, dispel magic, suggestion, poison ; 
  SQ darkvision 60 ft., SR 17;  
   
  AL CE; SV Fort +6, Ref +5, Will +11; Str 15, Dex 14, 
  Con 16, Int 14, Wis 16, Cha 18. 
   
  Skills and Feats: Bluff +8, Climb +14, Concentration 
  +14, Hide +10, Listen +12, Move Silently +12, Spellcraft 
  +13, Spot +9; Combat Casting, Simple Weapon 
  Proficiency, Two-Weapon Fighting, Weapon Focus: 
  Bite. 
   
  Sorcerer Spells Known (6/7/7/6/4; Base DC = 14 + 
  spell level): 0-[acid splash, caltrops, electric jolt, mage hand, 
  ray of frost, resistance, sonic snap, touch of fatigue]; 1st-[blades 
  of fire, cold orb, lesser, enlarge person, mage armor, night 
  shield]; 2nd-[baleful transposition, bull`s strength, daggerspell 
  dance, scorching ray]; 3rd-[chain missile, dispel magic, 
  fireball]; 4th-[enervation, explosive cascade]. 
   
  Possessions: unholy dagger +1 x2 (18,304 gp); bow of 
  force (65,400 gp); giant wasp poison (210 gp) (injury DC 
  18, initial 1d6 Dex, secondary 1d6, DC 20 Craft, trap CR 
  modifier +3 (A&EG37)), blindfold of true darkness (9,000 
  gp). 
   
  Drider, 
  Sorcerer 
  #2: 
  male 
  drider 
  (sorcerer) 
  Aberration6/Sor3: CR 10; Large Aberration ; HD 
  URC6-06 Enemy Of My Enemy 
   
  Page 39 
  
  6d8+18; hp 64;; Init +2; Spd 30 ft., climb 15 ft. ; AC 17, 
  touch 11, flatfooted 15; Base Atk +5; Grp +11;  
   
  Atk/Full Atk +7 melee (1d4+3, bite) or +4 ranged 
  (2d6+4, bow of force) or +5/+5 melee (1d6+3, +1 dagger, 
  unholy) ;  
   
  Space/Reach 10ft./5ft.; SA dancing lights, darkness, 
  detect good, detect magic, detect law, faerie fire, levitate, 
  clairaudience/clairvoyance, dispel magic, suggestion, poison ; 
  SQ darkvision 60 ft., SR 17;  
   
  AL CE; SV Fort +6, Ref +5, Will +11; Str 15, Dex 14, 
  Con 16, Int 14, Wis 16, Cha 18. 
   
  Skills and Feats: Bluff +8, Climb +14, Concentration 
  +14, Hide +10, Listen +12, Move Silently +12, Spellcraft 
  +13, Spot +9; Combat Casting, Simple Weapon 
  Proficiency, Two-Weapon Fighting, Weapon Focus: 
  Bite. 
   
  Sorcerer Spells Known (6/7/7/6/4; Base DC = 14 + 
  spell level): 0-[acid splash, caltrops, electric jolt, mage hand, 
  ray of frost, resistance, sonic snap, touch of fatigue]; 1st-[blades 
  of fire, cold orb, lesser, enlarge person, mage armor, night 
  shield]; 2nd-[baleful transposition, bull`s strength, daggerspell 
  dance, scorching ray]; 3rd-[chain missile, dispel magic, 
  fireball]; 4th-[enervation, Evard’s black tentacles]. 
   
  Possessions: unholy dagger +1 x2 (18,304 gp); bow of 
  force (65,400 gp); giant wasp poison (210 gp) (injury DC 
  18, initial 1d6 Dex, secondary 1d6, DC 20 Craft, trap CR 
  modifier +3 (A&EG37)) , blindfold of true darkness (9,000 
  gp). 
   
  ENCOUNTER FOUR: INTO THE 
  DARKNESS 
  Drow Wizard: male elf [Drow] Wiz9/AcltSkn2; CR 
  12; Medium Humanoid (Elf); HD 9d4+9 (41 hp); Init 
  +2; Spd 30 ft.; AC 21, touch 19, flatfooted 18; Base Atk 
  +5; Grp +5;  
   
  Atk/Full Atk +6 melee (1d6+1 plus poison, +1 
  sword, short) or +8 ranged (1d4+1, plus poison, +1 hand 
  crossbow);  
   
  SA poison, dancing lights, darkness, faerie fire; SQ 
  immunity to sleep effects (Ex), +2 saves vs. 
  enchantment spells and effects, +2 will saves vs. spells 
  and spell-like effects, light blindness, SR 22, darkvision 
  120 ft. fire resistance 10; poison 1/day; wear fiend;  
   
  AL CE; SV Fort +7, Ref +5, Will +10; Str 10, Dex 16, 
  Con 12, Int 24, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +15, Decipher 
  Script +12, Knowledge (arcana) +17, Knowledge 
  (Religion) 
  +10, 
  Knowledge 
  (the 
  planes) 
  +17, 
  Knowledge (underdark) +15, Listen +3, Search +9, 
  Spellcraft +23, Spot +10; Point Blank Shot, Precise Shot, 
  Scribe Scroll, Sudden Empower, Sudden Maximize, 
  Sudden Widen. 
   
  Languages: 
  Abyssal, 
  Common, 
  Drow 
  Sign 
  Language, Elven, Goblin, Undercommon. 
   
   
  Poison (Sp): An acolyte of the skin can use 
  poison once per day as an 8th-level caster. The save DC 
  is 14 + the acolytes primary spellcasring ability 
  modifier (Intelligence for wizards, Charisma for 
  sorcerers and warlocks, Wisdom for clerics, and so 
  forth). At 5th level, an acolyte can use this ability two 
  times per day. 
   
  Wear Fiend (Su): An acolyte of the skin 
  summons the essence of a fiend and wears it like a 
  second skin. The bonded fiendish skin is for all intents 
  and purposes the characters own. It increases the 
  acolyte of the skin’s natural armor bonus by 1 and 
  grants a +2 inherent bonus to Dexterity. The acolyte 
  also gains darkvision out to 60 feet. 
  The DM determines the actual nature of the skin, be it 
  demonic, devilish, or from some other fiendish 
  creature. 
   
  Wizard Spells Prepared (4/6/6/5/4/3; Base DC = 17 + 
  spell level): 0-[electric jolt, acid splash, launch bolt, caltrops]; 
  1st-[ray of flame, hail of stone, mage armor, expeditious 
  retreat, swift, orb of fire, lesser, orb of electricity, lesser]; 2nd-
  [distracting ray, blast of force, baleful transposition, scorching 
  ray]; 3rd-[sound lance, fireball, fireball, fly]; 4th-
  [defenestrating sphere, backlash, phantasmal killer]; 5th-
  [prismatic ray, cone of cold, baleful polymorph]. 
   
  Possessions: +1 sword, short: unholy (18,310 gp); +1 
  hand crossbow (2,400 gp); Coin: gp (30); Drow knockout 
  poison (75 gp) (Injury DC 13; initial damage: 
  unconsciousness, 
  1 
  minute; 
  secondary 
  damage: 
  unconsciousness, 2d4 hours. (RoFR160)); ring of 
  protection +3 (18,000 gp); ring of forceshield (8,500 gp); 
  amulet of natural armor +1 (2,000 gp); headband of 
  Intellect +4 (16,000 gp); safewing emblem (250 gp); cure 
  light wounds potion (1) (50 gp). 
   
  Familiar: male beholderkin, eyeball; CR 1/2; Tiny 
  Aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 
  30, 5, fly, Good 40; AC 21;  
   
  Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, 
  Bite);  
   
  SA: Eye Rays (Su) ; SQ: Immunity: Charm (Ex), 
  Immunity: Mind-Affecting Attacks (Ex), Flight (Ex), 
  All-Around Vision (Ex), Darkvision (Ex): 60 ft.;  
   
  AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 
  16, CON 9, INT 10, WIS 10, CHA 10. 
   
  Skills and Feats: Concentration + 15, Hide + 15, 
  Listen + 3, Search + 9, Spot + 10; Alertness. 
   
  Eye Rays (Su): Unlike true beholders, which can 
  use all their eye ray attacks the same round, eyeballs 
  can only use one of their four rays at a time. In 
  addition, an eyeball that fires a daze ray or a ray of frost 
  cannot fire another daze ray or ray of frost for 2 rounds. 
   
  Each eye effect resembles a spell cast by a sorcerer 
  (levels vary depending on the eye) but follows the rules 
  for a ray (see Aiming a Spell in Chapter 10 of the 
  Player’s Handbook).  
   
  Cause Fear: As the spell, range 35 feet. The Will 
  save is DC 10. 
   
  Daze: As the spell, range 35 feet. The Will save is 
  DC 10. 
   
  Mage hand: As the spell cast by a 4th level sorcerer, 
  except the eyeball can use the ray without having to 
  use a move-equivalent action to move an unattended 
  object weighing no more than 5 pounds up to 15 feet a 
  round. The ray has a range of 35 feet. 
  URC6-06 Enemy Of My Enemy 
   
  Page 40 
  
   
  Ray of frost: As the spell, range 35 feet. 
   
  Immunities (ex): Eyeballs are immune to charm 
  and command effects. 
   
  Immunities (ex): Eyeballs are immune to charm 
  and command effects. 
   
  All 
  Around 
  Vision 
  (Ex): 
  Eyeballs 
  are 
  exceptionally alert. Their many small eyes give them a 
  +4 racial bonus on spot checks and a +8 racial bonus on 
  search checks. Opponents gain no flanking bonuses 
  when attacking an eyeball. Once an eyeball has 
  attacked during an encounter, its all around vision 
  negates any sneak attack.  
   
  Flight (Ex): An eyeballs’ body is naturally 
  buoyant. This buoyancy allows it to fly as the spell, as a 
  free action, at a speed of 40 feet. The buoyancy also 
  grants a feather fall effect with personal range. 
   
  ENCOUNTER SIX: ENEMY OF MY 
  ENEMY 
  Hound of the Gloom: CR 10; Huge Aberration; HD 
  16d8+144; hp 216; Init +1; Spd Climb 20 ft. (4 squares), 
  40 ft. (8 squares); AC 25, touch 9, flatfooted 24; Base Atk 
  +12; Grp +30;  
   
  Atk +20 melee (2d8+10, Bite);  
   
  Full Atk +20 melee (2d8+10, bite) and +18 melee 
  (1d8+5, 2 claw) and +18 melee (1d8+5, 2 tentacle rake);  
   
  Space/Reach 10ft./5ft.; SA improved grab, poison, 
  pounce; SQ darkvision 60 ft., scent; AL NE; SV Fort 
  +16, Ref +6, Will +13; Str 30, Dex 13, Con 28, Int 10, 
  Wis 17, Cha 10. 
   
  Skills and Feats: Balance +5, Climb +22, Jump +22, 
  Listen +14, Move Silently +7, Spot +14; Cleave, Combat 
  Reflexes, Great Fortitude, Multiattack, Power Attack. 
   
  Improved Grab (Ex): To use this ability, the 
  hound must hit with a tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
      Poison (Ex): Injury, Fortitude DC 23, initial and 
  secondary damage 1d8 Dex. The save DC is 
  Constitution-based. 
      Pounce (Ex): If a hound of the gloom charges a foe, 
  it can make a full attack, including two tentacle attacks. 
   
  Drow Half Dragon Fighter: male dragon (elf) Ftr9; 
  CR 11; Medium Dragon (Elf); HD 9d12+36; hp 117; 
  Init +1; Spd 30 ft.; AC 22, touch 11, flatfooted 14; Base 
  Atk +9; Grp +16;  
   
  Atk +19 melee (2d4+11, +1 chain, spiked, 18-20, x2);  
   
  Full Atk +19/+14/+9/+4 melee (2d4+11, +1 chain, 
  spiked, 18-20 x2) or +16 melee (1d4+7, 2 claw) and +11 
  melee (1d6+3, bite);  
   
  SA breath weapon, poison, dancing lights, darkness, 
  faerie fire; SQ immunity to sleep effects and paralysis 
  and acid, light blindness, SR 20, darkvision 120 ft., low-
  light vision;  
   
  AL CE; SV Fort +10, Ref +4, Will +5; Str 24, Dex 12, 
  Con 18, Int 14, Wis 10, Cha 16. 
   
  Languages: 
  Common, 
  Draconic, 
  Drow 
  Sign 
  Language, Elven, Undercommon 
   
  Skills and Feats: Climb +16, Handle Animal +15, 
  Intimidate +4, Jump +14, Listen +2, Search +4, Spot +2; 
  Combat Expertise, Exotic Weapon Proficiency: chain, 
  spiked, Greater Weapon Focus: chain, spiked, Improved 
  Sunder, Improved Toughness, Improved Trip, Iron 
  Will, Power Attack, Weapon Focus: chain, spiked. 
   
  Breath Weapon (SA): 60 foot line of acid, Ref 
  save DC 18 for half; 6d8 damage. 
   
  Possessions: +1 spiked chain; human bane, wounding 
  (32,325 gp); +1 splint mail (1,350 gp). cure light wounds 
  potion x2 (100 gp). 
   
  Drow Monk: male elf [Drow] Mnk9: CR 10; Medium 
  Humanoid (Elf); HD 9d8+18 (72 hp); Init +1; Spd 60 ft.; 
  AC 16, touch 16, flatfooted 15; Base Atk +6; Grp +19;  
   
  Atk +11 melee (1d10+5, Unarmed strike) or +11 
  melee (1d4+5, 2 tentacles);  
   
  Full Atk +11 melee (1d10+5, unarmed strike) and 
  +6/+6 melee (1d4+2, 2 tentacles) or +11/+11/+6 melee 
  (1d10+5, flurry of blows) and +6/+6 melee (1d4+2, 2 
  tentacles);  
   
  SA perfect flurry of blows, ki strike, poison, purity 
  of body, dancing lights, darkness, faerie fire;  
  SQ 
  AC 
  bonus +1, evasion, immunity to sleep effects (Ex), +2 
  saves vs. enchantment spells and effects, +2 will saves 
  vs. spells and spell-like effects, light blindness, slow fall 
  (30 ft), still mind, wholeness of body, wisdom bonus to 
  AC; SR 20, darkvision 120 ft.;  
   
  AL LE; SV Fort +8, Ref +7, Will +10; Str 20, Dex 12, 
  Con 14, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats: Hide +14, Jump +24, Listen +15, 
  Move Silently +13, Search +2, Spot +13, Tumble +15; 
  Aberration Blood - Flexible Limbs, Bestial Hide, 
  Combat Reflexes, Deepspawn, Improved Disarm, 
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike, 
  Inhuman Reach. (See Appendix 5 for new feats) 
   
  Possessions: 500 gp; belt of giant strength +4 (16000 
  gp); cloak of elvenkind (2500 gp); boots of elvenkind (2500 
  gp); ring: protection +5 (50000 gp); cure light wounds potion 
  x2 (100 gp). 
   
  ENCOUNTER 9 A: THE ITSY BITSY 
  SPIDER 
  Fiendish spellwarped advanced huge monstrous 
  spider: Large aberration; CR 10; HD11d8+44; hp 93; 
  Init +4; Spd 30ft, climb 20ft; AC 19 (-2 size, +4 Dex, +7 
  natural) touch 12, flat-footed 15; Base Atk +8; Grp +22; 
  Atk +13 melee (3d6+9 plus poison, bite); Full Atk +13 
  melee (3d6+9 plus poison, bite); SA Poison, smite good, 
  web; SQ cold and fire resistance 5, DR 10/magic, 
  darkvision 60ft, ethereal jaunt, low-light vision, spell 
  absorption; SR 19; Face/Reach 15ft/10ft; AL CE; SV 
  Fort +10, Ref +6, Will +2; Str 23, Dex 19, Con 18, Int 7, 
  Wis 10, Cha 2; 
   
  Skills and Feats: Climb +14, Hide +0*, Jump +6*, 
  Spot +4*. Ability focus (poison), Improved Natural 
  attack (bite), Snatch 
  URC6-06 Enemy Of My Enemy 
   
  Page 41 
  
   
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d8 Str. The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  Web (Ex): Escape Artist check (DC18) or a 
  Strength check (DC22). 
   
  Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in contact 
  with the spider’s webs. 
   
  Skills: Monstrous spiders have a +4 racial bonus 
  on Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher. *Hunting spiders have a +10 racial 
  bonus on Jump checks and a +8 racial bonus on Spot 
  checks. Web-spinning spiders have a +8 racial bonus on 
  Hide and Move Silently checks when using their webs. 
   
  See for all Spellwarped Special Abilities and 
  Attacks. 
   
  ENCOUNTER 9 B: WELCOME TO MY 
  PARLOR 
  Aspect of Lolth: CR 11; large outsider (Evil, 
  Extraplanar, Chaotic); HD 14d8+42 hp 105; Init +4; Spd 
  Climb 20 ft. (4 squares), 40 ft. (8 squares); AC 21, touch 
  13, flatfooted 17; Base Atk +14; Grp +21;  
   
  Atk +20 melee (1d4+6 plus poison, +3 dagger, 
  chaotic); 
   
  Full Atk +20 melee (1d4+6, +3 dagger, chaotic); and 
  +15 melee (1d8+6 plus poison, bite);  
   
  Space/Reach 10ft. /10ft;  
   
  SA 
  poison; 
  SQ 
  damage 
  reduction 
  5/epic, 
  darkvision 60 ft., SR 25, no dual nature;  
   
  AL CE; SV Fort +12, Ref +13, Will +17; Str 16, Dex 
  18, Con 17, Int 27, Wis 26, Cha 23. 
   
  Languages: 
  Abyssal, 
  Draconic, 
  Elven, 
  Undercommon  
   
  Skills and Feats: Climb +11, Jump +7; Blind-Fight, 
  Improved Critical: Bite, Simple Weapon Proficiency, 
  Weapon Finesse, Weapon Focus: Bite, Weapon 
  Specialization: Bite. 
   
  Combat: An aspect of Lolth's natural weapons, as 
  well as any weapons it wields, are treated as chaotic-
  aligned and evil-aligned for the purpose of overcoming 
  damage reduction. 
   
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d10 Str. The DC is Constitution-
  based. 
   
  Demon, 
  Yochlol: 
  Medium-Size/Large 
  Outsider 
  (Chaotic, Extraplanar, Evil, Tanar’ri); CR 5; Hit Dice: 
  6d8+6; hp 33; Init +2; Spd 30 ft., (climb 20 ft. in Spider 
  Form); AC Humanoid Form 17 (+2 Dex, +5 Drow 
  chainmail) Touch 12, Flat Footed 15; Spider Form 16 
  (+2 Dex, -1 Size, +5 Natural) Touch 11, Flat Footed 14; 
  Ooze Form 12 (+2 Dex) Touch 12, Flat Footed 10; 
  Gaseous Form 11 (+2 Dex, -1 Size) Touch 11, Flat 
  Footed 9; 
   
  Attack: Humanoid Form: +10 melee (1d6+4/19-
  20x2, short sword) or +8 ranged (1d4/x2, Hand 
  Crossbow); Spider Form: Bite +9 melee (1d8+6 plus 
  poison); Ooze Form: Tentacle +10 melee (1d4+4) 
   
  Full Attack: Humanoid Form: +10/+5 melee 
  (1d6+4/19-20x2, short sword) or +8/+3 ranged (1d4/x2, 
  Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 
  plus poison); Ooze Form: 8 Tentacles +10 melee 
  (1d4+4) 
   
  Space/Reach: Humanoid Form 5 ft. / 5 ft.; Spider 
  Form 10 ft. / 5 ft.; Ooze Form 5 ft. / 5 ft.; Gaseous Form 
  5 ft. / 5 ft. SA Spell-like abilities, Psionics, Poison; SQ 
  Damage Reduction 5 / cold Iron and Good, Electricity 
  Immunity, fire resistance 20, Gaseous form, Gas, 
  Immune to Critical Hits (Ooze form only), Immune to 
  Sneak Attacks (Ooze form only), Poison Immunity, SR 
  15, Telepathy;  
   
  AL CE; SV Fort +6, Ref +7, Will +7; Str 19, Dex 14, 
  Con 13, Int 14, Wis 15, Cha 16. 
   
  Language: Abyssal 
   
  Skills and Feats: Bluff +12, Climb (in Spider form 
  only) 
  +12, 
  Concentration 
  +7, 
  Diplomacy 
  +14, 
  Intimidate +14, Knowledge (Religion) +11, Listen +11, 
  Spot +11. Blind Fighting, Combat Casting. 
   
  Possessions: short sword (20 gp), hand crossbow 
  (200 gp). 
  URC6-06 Enemy Of My Enemy 
   
  Page 42 
  
  APPENDIX TWO: ROGUE GUILD SYMBOLS 
   
  Guild 
   
  City(Guild Hall) 
  Symbol 
  Birds of Prey 
  Radigast City (The Aerie) 
  Eagle 
  Halwyn Fingers  
  Trigol (The Hall) 
  Three Fingers raised on a hand 
  Nighthawks 
  Jedbridge (sanctuary) 
  Hawk 
  Sea Serpents 
  Bampton (The Den) 
  Sea Serpent 
  Viper’s Den 
  Brotton (The Pit) 
  Viper 
  Silent Hand 
  Brotton (The Gauntlet) 
  Lips with a finger raised to them 
  Tiger Sharks 
  High Mardreth (Hidden Cove) 
  Shark 
  The Black Claw 
  Trigol (Shadow Hall) 
  A black claw 
    
   
   
  Shield 1 House Underley 
  URC6-06 Enemy Of My Enemy 
   
  Page 43 
  
  APPENDIX THREE: THE TEMPLE 
   
  URC6-06 Enemy Of My Enemy 
   
  Page 44 
  
  APPENDIX FOUR: THE SUMMONING CAVE 
   
   
   
  URC6-06 Enemy Of My Enemy 
   
  Page 45 
  
  APPENDIX FIVE: NEW RULES − NEW CREATURES 
   
  ASPECT OF LOLTH 
   
   
   
   
   
   
   
   
   
   
   
  (From Miniatures Handbook) 
  Size: Type 
  Large outsider (evil, extraplanar, chaotic) 
  Hit Dice: 
  14d8+42 (105 hp) 
  Initiative:  
  +4 
  Speed: 
  Climb 20 ft. (4 squares), 40 ft. (8 squares) 
  AC: 
  +21 (-1 Size, +4 Dex, +8 Natural), touch 13, flatfooted 17 
  Base Attack/Grapple: 
  +14/+21 
  Attack: 
  Bite +18 melee (1d8+6) 
  Full Attack: 
  Bite +18 melee 
  Space/Reach: 
  10ft. / 10ft 
  Special Attacks: 
  Poison (Ex) 
  Special Qualities: 
  Damage Reduction (Su): 5/Epic, Darkvision (Ex): 60 ft., SR (Ex): 25, No Dual Nature (Ex) 
  Saves: 
  Fort +12, Ref +13, Will +17 
  Abilities: 
  Str 16, Dex 18, Con 17, Int 27, Wis 26, Cha 23 
  Skills: 
  Climb +11, Jump +7 
  Feats: 
  Blind-Fight, Improved Critical: Bite, Simple Weapon Proficiency, Weapon Finesse, 
  Weapon Focus: Bite, Weapon Specialization: Bite 
  Languages: 
  Abyssal, Draconic, Elven, Undercommon  
  Climate/Terrain: 
  Infinite Layers of the Abyss 
  Organization: 
  Solitary 
  Challenge Rating:   
  11 
  Treasure: 
  Coins: None, Goods: None, Items: None  
  Alignment: 
  Always Chaotic Evil 
  Advancement: 
  0-14 HD (Large) 
   This unnatural creature has the body of a great, gray 
  spider, but the head of a female elf [Drow] protrudes 
  from where the spider's head would be. It has long hair 
  and multifaceted eyes. The creature is 7 feet tall and at 
  least that long. 
   
  This aspect of Lolth expresses Lolth's dual nature. 
  Its form is one of Lolth's three normal forms (the other 
  two being a beautiful female drider and an alluring 
  female elf [Drow]). 
   
  Powerful Drow have been known to call aspects of 
  Lolth to serve as witnesses to agreements and pacts 
  between scheming noble houses. The presence of an 
  aspect makes such agreements less likely to be broken, 
  or so the theory goes. 
   
  An aspect of Lolth speaks Abyssal, Draconic, 
  Elven, and Undercommon. 
  COMBAT 
  An aspect of Lolth's natural weapons, as well as any 
  weapons it wields, are treated as chaotic-aligned and 
  evil-aligned for the purpose of overcoming damage 
  reduction. 
   
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d10 Str. The DC is Constitution-
  based. 
  URC6-06 Enemy Of My Enemy 
   
  Page 46 
  
  APPENDIX FIVE: NEW RULES − NEW CREATURES
  DEMON, YOCHLOL 
   
   
   
   
   
   
   
   
   
   
   
  (From Monsters of Faerun) 
  Size: Type 
  Medium-Size/Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) 
  Hit Dice: 
  6d8+6 (33 hp) 
  Initiative:  
  +2 (Dex) 
  Speed: 
  30 ft., (climb 20 ft. in Spider Form) 
  AC: 
  Humanoid Form 17 (+2 Dex, +5 Drow chainmail) Touch 12, Flat Footed 15; Spider Form 16 
  (+2 Dex, -1 Size, +5 Natural) Touch 11, Flat Footed 14; Ooze Form 12 (+2 Dex) Touch 12, 
  Flat Footed 10; Gaseous Form 11 (+2 Dex, -1 Size) Touch 11, Flat Footed 9 
  Base Attack/Grapple: 
  +6/+10 (+6/+13 ooze)  
  Attack: 
  Humanoid Form: +10 melee (1d6+4/19-20x2, short sword) or +8 ranged (1d4/x2, Hand 
  Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: Tentacle +10 
  melee (1d4+4) 
  Full Attack: 
  Humanoid Form: +10/+5 melee (1d6+4/19-20x2, short sword) or +8/+3 ranged (1d4/x2, 
  Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: 8 Tentacles 
  +10 melee (1d4+4) 
  Space/Reach: 
  Humanoid Form 5 ft. / 5 ft.; Spider Form 10 ft. / 5 ft.; Ooze Form 5 ft. / 5 ft.; Gaseous Form 
  5 ft. / 5 ft 
  Special Attacks: 
  Spell-like abilities, Psionics, Poison 
  Special Qualities: 
  Damage Reduction 5 / cold Iron and Good, Electricity Immunity, fire resistance 20, 
  Gaseous form, Gas, Immune to Critical Hits (Ooze form only), Immune to Sneak Attacks 
  (Ooze form only), Poison Immunity, SR 15, Telepathy 
  Saves: 
  Fort +6, Ref +7, Will +7 
  Abilities: 
  Str 19, Dex 14, Con 13, Int 14, Wis 15, Cha 16 
  Skills: 
  Bluff +12, Climb (in Spider form only) +12, Concentration +7, Diplomacy +14, Intimidate 
  +14, Knowledge (Religion) +11, Listen +11, Spot +11 
  Feats: 
  Blind Fighting, Combat Casting 
  Languages: 
  Abyssal 
  Climate/Terrain: 
  Any land and underground 
  Organization: 
  Solitary or brood (2-5) 
  Challenge Rating:   
  5 
  Treasure: 
  None 
  Alignment: 
  Always Chaotic Evil 
  Advancement: 
  7-12 HD (Medium-Size) 
  Yochlol, also called Handmaidens of Lolth, serve the 
  Spider Queen in the Abyss and throughout the planes. 
  They exist only to serve their dark mistress in whatever 
  tasks she sets before them. 
   
  In their natural form, Yochlol are 6 foot heaps of 
  reeking ooze, with eight powerful tentacles and a 
  single glaring red eye. However, they can shift between 
  this form and three others: a beautiful woman of 
  human or elven race (usually a Drow), a Large 
  monstrous black spider, or a gaseous cloud roughly 10 
  feet tall and 5 feet in diameter. 
   
  Changing shape is a free action that a Yochlol can 
  perform as often as once per round. If a Yochlol wears 
  armor in its’ human or elven form, the armor falls away 
  when the Yochlol assumes any other form. 
  COMBAT 
  Yochlol on the Material Plane are most commonly 
  encountered in their humanoid or spider forms. If the 
  destruction of a mortal is their command from Lloth, 
  nothing short of utter destruction can stand in their 
  way. 
   
  Spell-Like Abilities (Sp): Yochlol can use the 
  following spell-like powers at will, casting them as 8th-
  level sorcerers (save DCs are 16): Charm Person, 
  Darkness, Desecrate, Spider Climb, Stone Shape, Teleport 
  without Error and Web. 
   
  Psionics (Sp): In addition to their spell-like 
  abilities, Yochlol have psionic powers that they can use 
  at will as 8th-level sorcerers: Domination, Detect Thoughts, 
  and Mind Blank. 
   
  Spider Poison (Ex): Those hit by the bite attack 
  of a Yochlol in spider form must succeed at a Fortitude 
  URC6-06 Enemy Of My Enemy 
   
  Page 47 
  
  save (DC 14) or be injected with poison. The initial 
  damage is 1d6 points of temporary Constitution 
  damage, and the secondary damage is 2d6 points of 
  temporary Constitution damage. 
   
  Gaseous Form (Ex): Yochlol can transform 
  themselves into a large column of gas, 10 feet tall and 5 
  feet in diameter. This form is exactly like that produced 
  by a Gaseous Form spell. Creatures that come into 
  contact with the Yochlol in gaseous form are affected as 
  if by a Stinking Cloud spell. When in gaseous form, 
  Yochlol may communicate with their native plane (as if 
  using the Contact Other Plane spell). 
   
  Telepathy (Su): Yochlol can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
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  APPENDIX FIVE: NEW RULES − NEW CREATURES 
  HALF-FIEND DRAEGLOTH 
   
   
   
   
   
   
   
   
   
   
  (From Monsters of Faerun) 
  Size: Type 
  Large Outsider (Chaotic, Evil) 
  Hit Dice: 
  6d84+12 (39 hp) 
  Initiative:  
  +2 (Dex) 
  Speed: 
  30 ft. 
  AC: 
  16 (+2 Dex, —1 size, +5 natural) 
  Base Attack/Grapple: 
  +6/+16 
  Attack: 
  2 claws +11 melee (1d6+6) 
  Full Attack: 
  2 claws +11 melee (1d6+6) and bite +6 melee (1d8+3) 
  Space/Reach: 
  10 ft/10 ft. 
  Special Attacks: 
  Spell-Like abilities 
  Special Qualities: 
  Immunities, resistance, Drow abilities 
  Saves: 
  Fort 47, Ref +7, Will +5 
  Abilities: 
  Str 22, Dex 15, Con 14, Int 13, Wis 11, Cha 11 
  Skills: 
  Hide +7, Jump +11, Knowledge (Drow religion) +5, Listen +9, Move Silently +11, Search 
  +10, Spot +9 
  Feats: 
  Blind-Fight, Power Attack 
  Languages: 
  Abyssal and Undercommon 
  Climate/Terrain: 
  Underground 
  Organization: 
  Solitary 
  Challenge Rating:   
  5 
  Treasure: 
  None 
  Alignment: 
  Always chaotic evil 
  Advancement: 
  By character class 
  Formed in the unholy union between a newly ordained 
  Drow high priestess and a powerful demon, a draegloth 
  is a half-fiend terror that stalks the Underoerth. 
   
  While half-fiends of all varieties are not as rare as 
  one might hope, draegloths are perhaps the only 
  variety that is regularly, intentionally, even ritually, 
  created by a mortal race. They look like 8-foot tall Drow 
  elves, with inky black skin and a knotted mane of 
  yellowish-white hair. Their hides are thick and covered 
  with a fine coat of white hair, and their bodies are 
  powerfully muscled. Two of their four arms end in 
  powerful claws; the other two, much smaller, end in 
  normal hands that some of these creatures can use for 
  spellcasting. Their faces have a bestial cast, slightly 
  elongated to resemble a dog’s muzzle, and their mouths 
  are full of vicious sharp teeth. Draegloths have 
  darkvision with a range of 60 feet.  
  Combat: Draegloths delight in carnage and wade into 
  battle without fear. Though reasonably intelligent, they 
  are no geniuses, and are impatient in matters of 
  strategy They disdain weapons, for they love the 
  feeling of tearing opponents apart with their claws and 
  teeth. 
   
  Spell-Like Abilities: Draegloths can use the 
  following spell-like abilities once per day, as a 6th-level 
  sorcerer: dancing lights, desecrate, faerie fire, and unholy 
  blight. They can also cast darkness four times per day. 
   
  Immunities (Ex): Draegloths are immune to 
  poison and sleep-inducing spells and effects. 
   
  Resistances (Ex): Draegloths have acid, cold, 
  electricity, and fire resistance 20 and gain a +2 racial 
  bonus on their saving throws against enchantment 
  spells or effects. 
  URC6-06 Enemy Of My Enemy 
   
  Page 49 
  
  APPENDIX FIVE: NEW RULES − NEW CREATURES 
  HOUND OF THE GLOOM  
   
   
   
   
   
   
   
   
   
   
  (From Lords of Madness) 
  Size: Type 
  Large Aberration 
  Hit Dice: 
  12d8+84 (138 hp) 
  Initiative:  
  +2 
  Speed: 
  Climb 20 ft. (4 squares), 40 ft. (8 squares) 
  AC: 
  +24 (-1 Size, +2 Dex, +13 Natural), touch 11, flatfooted 22 
  Base Attack/Grapple: 
  +9/+19 
  Attack: 
  +14 Melee (Bite 2d6+6)  
  Full Attack: 
  +14 Melee (Bite 2d6+6/crit 20/x2) and +12 Melee (2 Claw 1d6+3/crit 20/x2) and +12 Melee 
  (2 Tentacle Rake 1d6+3/crit 20/x2); 
  Space/Reach: 
  10ft. / 5ft. 
  Special Attacks: 
  Improved Grab (Ex), Poison (Ex), Pounce (Ex) 
  Special Qualities: 
  Darkvision (Ex): 60 ft., Scent (Ex) 
  Saves: 
  Fort +13, Ref +6, Will +11 
  Abilities: 
  Str 22, Dex 15, Con 24, Int 10, Wis 17, Cha 10 
  Skills: 
  Balance +6, Climb +18, Jump +18, Listen +12, Move Silently +6, Spot +12 
  Feats: 
  Cleave, Combat Reflexes, Great Fortitude, Multiattack, Power Attack 
  Languages: 
   
  Climate/Terrain: 
  Any Underground 
  Organization: 
   
  Challenge Rating:   
  9 
  Treasure: 
   
  Alignment: 
  Usually Neutral Evil 
  Advancement: 
  13-14 HD (Large); 15-36 HD (Huge) 
   This powerful quadruped vaguely resembles a huge 
  dog or bear. Its massive, hairless body ripples with 
  extraordinary musculature. Its hide is sleek and milky-
  white in color, and bony plates cover its head and 
  protect its eyes. Long tentacles ring the head like a 
  lion's mane. Two of the tentacles, longer than the 
  others, end in oddly humanlike hands. 
   
  Hounds of the gloom remain a mystery. No 
  records of appearances by such creatures go back 
  further than ten years. Since then, sightings have 
  become more numerous each year. Fortunately, the 
  beasts are still rare in most regions. 
   
  Sages speculate that the creatures might be distant 
  relatives 
  of 
  displacer 
  beasts 
  that 
  lived 
  deep 
  underground, and only within the last decade moved 
  close enough to the surface to encounter civilized races 
  or even the subterranean-dwelling dwarves. Whether a 
  desire for fresh hunting grounds or simply an 
  opportunity to indulge their base curiosity resulted in 
  the hounds moving toward the surface of the world, 
  they seem here to stay. 
   
  Hounds are aggressive and fierce, but they are not 
  dumb animals. When hunting, a hound makes use of 
  terrain to gain any possible advantage. They are 
  normally solitary, but mated pairs have been 
  encountered. These work together to kill or drive off 
  any threats to their young. Despite the danger 
  presented by such fearsome parents, some of the more 
  evil subterranean races have taken up the practice of 
  capturing young hounds to raise and train. Specifically, 
  the neogi, the Drow, the grell, and the mind flyers all 
  see a use in the powerful beasts. If a pup is taken young 
  enough, it accepts its new world easily, especially if it is 
  well fed and allowed to fight. Some underground races 
  have also trained hounds as gladiatorial beasts to fight 
  and die in arenas. 
   
  An average hound of the gloom weighs about 
  1,000 pounds. Hounds understand Undercommon but 
  do not speak any humanoid language (although they 
  can converse with each other in their own language). 
  COMBAT 
  Hounds ambush victims by leaping directly into melee. 
  They use their natural climbing ability to reach a point 
  above their target, then leap down in a deadly pounce 
  from above. The creatures attack with bite, foreclaws, 
  and the two larger tentacles surrounding their heads, 
  which are much longer than the others. These two 
  tentacles have a reach of 10 feet and end in five-
  fingered hands that look almost identical to human 
  hands, except they have strong, sharp claws instead of 
  nails. 
   
  Once engaged, a hound uses its bite and claw 
  attacks against a single foe. A target that withstands 
  several blows or one that deals the hound a significant 
  URC6-06 Enemy Of My Enemy 
   
  Page 50 
  
  amount of damage is the target of the hound's poisoned 
  hands. 
   
  Improved Grab (Ex): To use this ability, the 
  hound must hit with a tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  Poison (Ex): Injury, Fortitude DC 23, initial and 
  secondary damage 1d8 Dex. The save DC is 
  Constitution-based. 
   
  Pounce (Ex): If a hound of the gloom charges a 
  foe, it can make a full attack, including two tentacle 
  attacks. 
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  Page 51 
  
  APPENDIX FIVE: NEW RULES − NEW CREATURES
  SPELLWARPED CREATURE 
   
   
   
   
   
   
   
   
   
   
  (From Monster Manual III) 
  "Spellwarped” is an inherited template that can be 
  added to any corporeal aberration, animal, dragon, fey, 
  giant, humanoid, magical beast, monstrous humanoid 
  plant or vermin (referred to hereafter as the base 
  creature). 
  A spellwarped creature uses all the base creature's 
  statistics and abilities except as noted here. 
  Size and Type: The creature's type changes to 
  aberration. Do not recalculate the creature's HD, BAB, 
  saves or skill points if its type changes. The creature 
  gains the augmented subtype if necessary. Size is 
  unchanged. 
  Armor Class: Natural armor bonus improves by 2 
  (stacks with any natural armor bonus the base creature 
  has). 
  Special Qualities: A spellwarped creature has all the 
  special qualities of the base creature, plus the following 
  special qualities. 
  SR (Ex): A spellwarped creature gains SR 11+its HD. If 
  the creature already has SR, use the greater of the two 
  values. 
  Spell Absorption(Su): Whenever a spell fails to 
  penetrate a spellwarped creature's SR, the creature 
  gains one of the following benefits, chosen at the time 
  that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  resistance: 
  The 
  spellwarped 
  creature 
  gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  Abilities: Increase from the base creature as follows: 
  Str +4, Dex +2, Con +4, Int +4. 
  Challenge Rating: HD 3 or less as base creature; HD 4 
  to 10, as base creature +1; HD 11 or more as base 
  creature +2. 
  Alignment: Usually evil (any). Spellwarped creatures 
  are typically selfish and cruel. 
  URC6-06 Enemy Of My Enemy 
   
  Page 52 
  
  NEW RULES – NEW CLASS
  ACOLYTE OF THE SKIN  
   
   
   
   
   
   
   
   
   
  (From Complete Arcane) 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per day/ Spells Known 
  1st 
  +0 
  +2 
  +0 
  +2 
  Wear fiend/poison 1/day 
  -- 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Flame resistant 
  +1 existing spell class 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Fiendish glare 
  -- 
  4th 
  +3 
  +4 
  +1 
  +4 
  -- 
  +1 existing spell class 
  5th 
  +3 
  +4 
  +1 
  +4 
  Skin adaptation/poison 2/day 
  -- 
  6th 
  +4 
  +5 
  +2 
  +5 
  Cold resistant 
  +1 existing spell class 
  7th 
  +5 
  +5 
  +2 
  +5 
  Glare of the pit 
  -- 
  8th 
  +6 
  +6 
  +2 
  +6 
  -- 
  +1 existing spell class 
  9th 
  +6 
  +6 
  +3 
  +6 
  Summon fiend 
  -- 
  10th 
  +7 
  +7 
  +3 
  +7 
  Fiendish symbiosis 
  +1 existing spell class 
  The temptation of power drives some people to 
  extreme lengths, regardless of the consequences. 
  Replacing your own skin with that of a living demon is 
  a goal that most couldn’t even conceive of, let alone 
  consider. But this ghastly fate is exactly what some 
  spellcasters seek in their desperate quest. 
   
  The Ritual of Bonding is a blasphemy that was 
  long ago eradicated from most arcane libraries, but a 
  few barely legible copies—or at least references 
  thereto—survive along with promises of great power. 
  Spellcasters who happen upon such documents can 
  choose to destroy or ignore the find, but the 
  temptation has already occurred. Those who give in 
  can eventually stumble upon the complete ritual, 
  usually through extended contact with one or more 
  summoned fiends that are all too eager to share their 
  terrible knowledge. 
   
  The Ritual of Bonding is painful and not to be 
  undertaken lightly. The ritual requires 10 rounds from 
  initiation to completion, and, once begun, nothing can 
  halt its progress. The fiendish essence consumes the 
  caster’s own skin, an agonizing process that deals 1d4 
  points of damage in each round of the ritual—wise 
  candidates keep some cure potions on hand. At the end 
  of the rite, the acolyte’s skin sports an oily, almost 
  unnoticeable sheen. However, as he gains additional 
  levels in the prestige class, his skin darkens, sprouts 
  spikes, and gradually gives him a fiendish visage. The 
  fiendish essence also begins to whisper foul secrets to 
  its wearer, urging him to evil. (The wearer can accept or 
  ignore this advice according to his temperament.) 
   
  Acolytes of the skin are ill suited for any position 
  other than one that provides temporal power. 
  Although NPC acolytes might sometimes serve more 
  powerful evil characters as sinister captains, they would 
  rather be calling the shots. They prefer to remain safely 
  ensconced in well-defended fortresses of evil, though 
  sometimes an acolyte might lead an expedition to 
  retrieve a rumored tome of evil arcane magic or other 
  artifact of malign power. 
   
  Adaptation: Almost any setting can accommodate 
  the notion of those who go to any length to grab power 
  for themselves, even so far as to bind demons to their 
  own flesh. If your world does not include demons, per 
  se, you could link this class to some other malign force 
  or race of supernatural evil creatures instead of 
  demons. For instance, an acolyte of the skin could be a 
  scholar who unearths an ancient treatise on the topic of 
  humanoid interspecies blending. 
  Hit Die: d8. 
  Requirements: To qualify in become an acolyte of the 
  skin, a character must fulfill all the following criteria. 
  Alignment: Any nongood. 
  Skills: Knowledge (the planes) 6 ranks. 
  Spells or Spell-Like Abilities: Caster level 5th. 
   
  Special: Must have made peaceful contact with a 
  summoned evil outsider. 
   
  Special: Must undergo the Ritual of Bonding (see 
  above). 
  CLASS SKILLS 
  The acolyte of the skin’s class skills (and the key ability 
  for each skill) are Concentration (Con), Craft (Int), 
  Iritimidate 
  (Cha), 
  Knowledge 
  (arcana) 
  (Int), 
  Knowiedge (the planes) (Int), Profession (Wis), and 
  Spellcraft (Int), 
  Skill Points at Each Level: 2 + Int modifier. 
  CLASS FEATURES 
  All the following are class features of the acolyte of the 
  skin prestige class. 
  Weapon and Armor Proficiency: Acolytes of the skin 
  gain no proftciency with any weapon or armor. 
  Spells per Day/Spells Known: At each even-numbered 
  level, an acolyte of the skin gains new spells per day 
  (and spells known, if applicable) as if he had also 
  gained a level in a spellcasting class in which he 
  belonged before adding the prestige class level. He 
  URC6-06 Enemy Of My Enemy 
   
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  does not; however, gain any other benefit a character of 
  that class would have gained (improved chance of 
  turning or destroying undead, a bonus feat and so on). 
  If he had more than one speilcasting class hefore 
  becoming an acolyte of the skin, he must decide to 
  which class to add each level for the purpose of 
  determining spells per day and spelis known. 
   
  Wear Fiend (Su): An acolyte of the skin 
  summons the essence of a fiend and wears it like a 
  second skin. The bonded fiendish skin is for all intents 
  and purposes the characters own. It increases the 
  acolyte of the skin’s natural armor bonus by 1 and 
  grants a +2 inherent bonus to Dexterity. The acolyte 
  also gains darkvision out to 60 feet. 
  The DM determines the actual nature of the skin, be it 
  demonic, devilish, or from some other fiendish 
  creature. 
   
  Poison (Sp): An acolyte of the skin can use poison 
  once per day as an 8th-level caster. The save DC is 14 + 
  the acolytes primary spellcasring ability modifier 
  (Intelligence for wizards, Charisma for sorcerers and 
  warlocks, Wisdom for clerics, and so forth). At 5th 
  level, an acolyte can use this ability two times per day. 
   
  Flame Resistant (Ex): At 2nd level and higher, 
  the fiendish skin binds more tightly, granting an 
  acolyte resistance to fire 10. 
   
  Fiendish Glare (Su): From 3rd level on, an 
  acolyte of the skin has the supernatural ability to 
  unnerve opponents with a ferocious glare once per day. 
  This is not a gaze attack, and the target need not meet 
  the acolytes eyes or even see the acolyte (although the 
  acolyte must have line of effect to the target). Glaring is 
  a standard action that affects any creature the acolyte 
  can see within 100 feet. The target becomes shaken for 
  10 minutes, and must also attempt a Will save (DC 10 + 
  acolyte’s class level + Cha modifier) or be stunned. The 
  duration of the stun effect depends on the target’s hit 
  points: 
   
  50 or Iess 
   
  10 rounds 
   
  51 to 100 
   
  3 rounds 
   
  101 to 150 
   
  2 rounds 
   
  151 or more  
  1 round 
   
  Fiendish glare is a mind-affecting fear effect. 
   
  Skin Adaptation (Su): By 5th level, an acolytes 
  skin and its wearer have grown more comfortable 
  together, as if they had never been separate. The 
  increase to natural armor granted by the fiendish skin 
  improves to +2, the acolyte gains a +2 inherent bonus to 
  Constitution, and the acolyte’s darkvision is effective 
  out to 120 feet. 
   
  Cold Resistant (Ex): Beginning at 6th level, an 
  acolyte has resistance to cold 10. 
   
  Glare of the Pit (Su): At 7th level and higher, an 
  acolyte has the supernatural ability to produce two rays 
  from his eyes. Once per day as a standard action, he can 
  project two rays (one from each eye) with a range of 
  100 feet. Each ray requires a ranged touch attack to hit 
  and deals 8d6 points of fire damage. The rays can be 
  aimed at two different targets within range, but the 
  target of each ray must be designated simultaneously. 
   
  Summon Fiend (Sp): M 9th level, an acolyte 
  learns to draw on another power of his fiendish skin. If 
  the skin is demonic, once per day he can summon a 
  babau; if devilish, once per day he can summon a chain 
  devil The summoned creature does the acolytes 
  bidding, but it automatically returns whence it came 
  after 1 hour. A summoned creature cannot use any 
  innate summoning abilities it might have. An acolyte’s 
  caster level for this ability is equal to his spellcasters 
  level. 
   
  Fiendish Symbiosis (Ex): At 10th level, the 
  fiendish skin and acolyte become one, and only final 
  death can separate them. The acolytes type changes to 
  outsider. Additionally, an acolyte of this level gains 
  damage reduction 10/good. Unlike other outsiders, an 
  acolyte can be raised or resurrected. 
  URC6-06 Enemy Of My Enemy 
   
  Page 54 
  
  APPENDIX FIVE: NEW RULES − NEW FEATS
  ABERRATION BLOOD [ABERRANT] 
   
   
  (from Lords of Madness) 
  One of your ancestors was an aberration and has passed 
  the taint of its aberrant physiology down through the 
  generations to you. This taint manifests physically in 
  your appearance in some noticeable way. 
   
  Prerequisite: Humanoid 
   
  Benefit: You gain a physical feature that grants 
  you a racial bonus on one type of check; once you select 
  the check to which this bonus applies (as well as the 
  corresponding feature) you cannot change it later. The 
  bonus must be chosen from the following list: 
  Aberrant Feature 
  Benefit 
  Bulging eyes 
  +2 bonus on Spot Checks 
  Flexible limbs 
  +2 bonus on Grapple checks 
  Segmented eyes 
  +3 bonus on Search checks 
  Slimy skin 
  +4 bonus on Escape Artist 
  checks 
  Sticky fingers 
  +3 bonus on Climb checks 
  Tail 
  +4 bonus on Balance Checks 
  Webbed hands 
  +4 bonus on Swim checks 
   
   
  Special: you can select this feat more than once. 
  Each time you select this feat, choose a different 
  aberrant feature and gain the bonus associated with it. 
  (Lords of Madness pp xx) 
  BEASTIAL HIDE [ABERRANT] 
   
   
   
  (from Lords of Madness) 
  Your skin is thicker, scalier, or furrier than normal.  
   
  Prerequisites: Aberration Blood 
   
  Benefit: Your natural armor bonus to AC 
  improves by 1 for every two aberrant feats you possess. 
  CHAIN SPELL  
   
   
   
   
  (from Complete Arcane) 
  You cast spells that arc to another target in addition to 
  the primary one. 
   
  Prerequisites: Any Meta-magic feat. 
   
  Benefit: Any spell that specifies a single target and 
  has a range greater than touch can be chained so as to 
  affect that primary target normally, then arc to a 
  number of secondary targets equal to your caster level 
  (maximum 20). Each arc affects one secondary target 
  chosen by you, all of which must be within 30 feet of 
  the primary target, and none of which can be affected 
  more than once. You can choose to affect fewer 
  secondary targets than the maximum. 
   
  If the chained spell deals damage, the secondary 
  targets each take half as much as the primary target 
  (rounded down) and can attempt Reflex saving throws 
  for half damage (whether the original spell allows the 
  original target a save or not). For spells that do not deal 
  damage, the save DC against the arching effects are 
  reduced by 4. For example, if a 10th level wizard 
  normally casts cause fear at DC14, a chained cause fear 
  could target a goblin chieftain at DC 14 and up to 10 of 
  his nearby guards at DC 10. A chained spell uses up a 
  spell slot three levels higher than the spell’s actually 
  level. 
  DEEPSPAWN [ABERRANT] 
   
   
   
  The abnormalities of your aberration-tainted heritage 
  grow more pronounced. Your body undergoes a 
  shocking degeneration into something that is 
  strikingly inhuman. 
   
  Prerequisites: Aberration Blood, one other 
  aberrant feat. 
   
  Benefit: Two short but powerful tentacles sprout 
  from your waist. You gain two tentacle natural attacks 
  that each deal 1d4 points of damage (for a medium 
  creature) plus your Strength modifier. The tentacle 
  attacks are treated as primary weapons. 
   
  You can attack with weapons and also make 
  tentacle attacks, but your tentacle attacks are treated as 
  secondary weapons: The attacks are made with a -5 
  penalty on the attack roll, and you add only 1/2 your 
  Strength bonus to the damage roll. 
   
  You gain +2 racial bonus on grapple checks. (Lords 
  of Madness pp xx.)  
  DIVINE SPELL POWER  
   
   
  (from Complete Divine) 
  You can channel positive or negative energy to 
  enhance your divine Spellcasting ability. 
   
  Prerequisites: Ability to turn or rebuke undead, 
  able to cast 1st level divine spells. 
   
  Benefit: You can spend a turn or rebuke attempt 
  as a free action and roll a turning check (with a special 
  +3 bonus plus any other modifiers you would normally 
  apply to your turning check). Treat the results of the 
  turning check as a modifier to your caster level on the 
  next divine spell you cast in that round. 
   
  For example, if a cleric used this feat and rolled a 
  16 on his turning check, he would add a +2 bonus to his 
  caster level for the next divine spell he casts in the 
  round. Had he rolled an 8, he would instead apply a —
  1 penalty to his caster level for the next divine spell he 
  cast in the round. 
   
  If you do not cast a divine spell before your next 
  turn, you lose the effect of the check result. This feat 
  has no effect on your arcane spellcasting ability. 
  DOMAIN SPONTANEITY 
   
   
   
  (from Complete Divine) 
  URC6-06 Enemy Of My Enemy 
   
  Page 55 
  
  You are so familiar with one of your domains that you 
  can convert other prepared spells into spells from that 
  domain. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: Each time you take this feat, choose a 
  domain that you have access to. You may now convert 
  prepared divine spells into any spell from that domain. 
  You expend a spell of equal or higher level, as well as 
  expending one of your daily turn undead attempts. 
  This works just as good clerics spontaneously cast 
  prepared spells as cure spells. 
   
  Special: You can take this feat multiple times. 
  Each rime you take the feat, it applies to a new domain. 
  INHUMAN REACH [ABERRANT] 
   
   
  Your arms elongate, allowing you to touch the floor 
  with your hands. In addition, you can bend them in 
  strange and unnatural ways…. The arms may vary in 
  appearance, perhaps seeming scaly and snakelike, or 
  slimy like tentacles; conversely, they may resemble 
  normal but longer arms with a second elbow joint. 
  Unless your wear a large cloak to conceal these 
  deformities, you are disturbing to behold. 
   
  Prerequisites: Aberrant blood. 
   
  Benefit: You gain an additional 5 feat of reach. For 
  most Small and Medium creatures, this benefit 
  increases natural reach to 10 feet. If you already have a 
  reach of more than 5 feet for some reason, this feat 
  extends your reach by another 5 feet. As described on 
  page of 112 of the Player’s Handbook, a reach weapon 
  doubles your normal reach; for example, if you have 
  this feat an you wield a longspear, you can attack 
  targets 15 or 20 feet away. Your elongated arms also 
  grant you a +2 bonus on Climb checks. 
   
  Special: Due to the disfigured nature of your new 
  limbs, you take a -1 penalty on all melee attack rolls. 
  IMPROVED TOUGHNESS (SPECIAL) 
   
   
  (from Complete Warrior) 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you get a HD (such as 
  by gaining a level), you gain 1 additional hit point. If 
  you lose a HD, (such as by losing a level) you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter’s bonus feats. 
  PHALANX FIGHTING 
   
   
   
   
  (From Complete Warrior) 
  You are trained in fighting in close formation with 
  your allies. 
   
  Prerequisites: Proficiency with a heavy shield, 
  base attack bonus +1. 
   
  Benefit: If you are using a heavy shield and a light 
  weapon, you gain a +1 bonus to your Armor Class. In 
  addition, if you are within 5 feet of an ally who is also 
  using a heavy shield and light weapon and who also has 
  this feat, you may form a shield wall. A shield wail 
  provides an extra +2 bonus to AC and a +1 bonus on 
  Reflex saves to all eligible characters participating in 
  the shield wall. For example, a single character with 
  this feat gains a +1 bonus to his AC. if two or more 
  characters who all know this feat are adjacent, they 
  each gain an extra +2 bonus to AC (for a total of +3) and 
  a +1 bonus on Reflex saves. 
  SHIELDMATE  
   
   
   
   
  (From Miniatures Handbook) 
  You protect those near you with your shield. 
   
  Prerequisites: Base attack bonus +1.  
   
  Benefits: When you are using a shield with which 
  you are proficient, friendly creatures adjacent to you 
  get a +1 shield bonus to their Armor Class. If you are 
  using a tower shield, those creatures get a +2 shield 
  bonus. 
   
  The creatures lose the bonus if they are no longer 
  adjacent to you, if you’re grappling, or if you’re 
  stunned, paralyzed, or otherwise unable to take actions. 
   
  This shield bonus doesn’t stack with other shield 
  bonuses the allied creatures may have. 
   
   
  Special: A fighter may select Shieldmate as one of 
  his fighter bonus feats. 
  SUDDEN EMPOWER 
   
   
   
   
  (From Complete Arcane) 
  You can cast a spell to greater effect  
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Empower Spell 
  normally if you have it. 
  SUDDEN MAXIMIZE 
   
   
   
   
  (From Complete Arcane) 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it. 
  SUDDEN WIDEN 
   
   
   
   
  (From Complete Arcane) 
  You can increase a spell’s area without special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Widen Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Widen Spell normally if 
  you have it. 
   
   
   
  URC6-06 Enemy Of My Enemy 
   
  Page 56 
  
   
  URC6-06 Enemy Of My Enemy 
   
  Page 57 
  
  APPENDIX FIVE: NEW RULES − NEW ITEMS 
  SAFEWING EMBLEM 
   
   
   
   
  This small, feathered token can be worn or carried. If 
  the owner falls at least 5 feet, the emblem becomes a set 
  of feathery wings that allow her to use a feather fall 
  effect to descend safely from any height up to 180 feet. 
  The emblem requires no activation. When the owner 
  lands, the token disappears, its magic expended. 
   
  Faint Transmutation; CL 3; Craft Wondrous Item, 
  feather fall; Price: 250 gp. (RotW173) 
   
  BLINDFOLD OF TRUE DARKNESS 
   
   
  This black silky blindfold grants the blind sight ability 
  with a range of 60 feet (See Special Qualities in the 
  Monster Manual). Because the wearer’s eyes are 
  protected, he is also immune to gaze attacks, spells, or 
  effects that rely on sight. Wearing the blindfold takes 
  up the same space as goggles. The wearer cannot use 
  vision in any way while wearing the blindfold. 
    
  Caster Level: 3rd, Prerequisite: Craft Wondrous Item, 
  see invisibility; Market Price: 9,000 gp; Weight: - 
  (A&EG130). 
   
  BOW OF FORCE 
   
   
   
   
  This +2 mighty (+3) composite longbow imbues each arrow 
  shot from it with magical force. Arrows shot from the 
  bow of force become force attacks that have no miss 
  chance against incorporeal targets and bypass damage 
  reduction, but they do not damage creatures immune 
  to force effects.  
   
  Caster Level: 9th; Prerequisite: Craft Magic Arms and 
  Armor, magic missile; Market Price: 32,700 gp; Cost to 
  Create: 16,700 + 1,280 XP. (A&EG102) 
   
  BANDED MAIL OF LUCK 
   
   
   
  Ten 100-gp gems adorn this +3 banded mail. Once per 
  week, the armor allows its wearer to require that an 
  attack roll made against him be re-rolled. He must take 
  whatever consequences come from the second roll, 
  since not all luck is good. The wearer’s players must 
  decide whether to have the attack roll re-rolled before 
  damage is rolled.  
   
  Strong enchantment; CL 12th; Craft Magic Arms 
  and Armor, bless; Price: 18,900; Cost: 10,150 + 700 XP. 
  (DMG220).  
   
  URC6-06 Enemy Of My Enemy 
   
  Page 58 
  
  PLAYER HANDOUT ONE: THE NOTE
   
  You are needed to aid your country. Come to 
  the Obsidian Conclave in four hours. Bring 
  friends. Tell the guards that you have an 
  appointment with the Swan. 
   
   
   
   
  �----------------------------------------------------------------------------------------------------------------------------------------- 
   
   
   
   
  PLAYER HANDOUT TWO: SUCESSFUL SPOT CHECK 
   
  As you look closer at the woman in the cloak, you can make out that her features seem much darker than those of 
  anyone that you have seen before. In fact, her skin appears to be as dark as ebony and her eyes seem to glow red in the 
  shadows of her hood. She moves slightly and you notice that her hair is pure white and it dawns on you that this person 
  is a Drow! 
   
   
  URC6-06 Enemy Of My Enemy 
   
  Page 59 
  
  PLAYER HANDOUT THREE: VISUAL AIDS 
  To the DM: please cut out these pictures for your players to have an idea of what they are looking at. 
  Symbol of Vhaeraun 
   
  Handmaiden of Lolth (Yochlol) 
   
  Desmodu 
   
  War Bat 
   
  Crest of House Teken’afin 
  Half Fiend Draegloth 
   
  URC6-06 Enemy Of My Enemy 
   
  Page 60 
  
  PLAYER HANDOUT FIVE: THE NOTE FROM SHI’RAENA 
   
  Dear Lord Underley,  
   By now, your adventurers have returned to you with the news of 
  their failure. I expected they would not succeed, but you seemed to 
  place such faith in them. 
  In any event, I have the assassins you seek in my possession and 
  am willing to bargain for them.  
   Your County gave Ventnor castle to the Duergar, what will 
  you give to us? 
   Sincerely, 
   Shi’raena Teken’afin 
   
   
  URC6-06 Enemy Of My Enemy 
   
  Page 61 
  
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