TEXT: Organizations of
  the Underdark
  In the Underdark, countless organizations and individuals strive for
  goals ranging from survival to supremacy. The affiliations these
  creatures form are based on a variety of factors, including race, geog-
  raphy, and local customs. Grimlocks, suspicious of all other races,
  tend to operate in closely allied packs. A community of drow, on the
  other hand, has many different factions based on House and status.
  Few groups look beyond their myopic worldview to see the Under-
  dark as a whole. Three organizations that are exceptions to this rule
  are described below. All three count many different races and cul-
  tures among their members.
  Though written with the FORGOTTEN REALMS® Campaign Set-
  ting in mind, these organizations could fit well into a regular D&D
  campaign with only minor modifications.
  Affiliated
  Merchants of 
  the Underdark
  This interspecies mercantile group is devoted to trade and profit,
  and it finds slavery especially profitable. The Underdark Anar-
  chists’ Fellowship has recently disrupted several well-established
  portal routes—a fact that the merchant organization finds very
  irksome. Thus, members of the Affiliated Merchants have taken
  to hiring the Guild of Underdark Guides to help them establish
  new routes.
  Overview and Brief History
  The Affiliated Merchants of the Underdark began as a protection
  racket about fifty years ago. Merchants were offered a choice—dues-
  paying membership in the organization, or constant losses from
  attacks on shipments of goods and slaves. After the first one or two
  such incidents, the Affiliated Merchants were often generous
  enough to sell the victim’s own supplies back to him, charging only
  a 50% finder’s fee on top of the wholesale cost of the goods. Inde-
  pendent merchants who still chose not to join after such “incen-
  tives” usually had their warehouses burned, and continued resistance
  often resulted in death.
  Merchants quickly learned that it was most advisable to join the
  organization and get the Affiliated Merchants’ protection. The 15%
  commission on all sales that was required of members eventually
  began to seem like quite a bargain. The Affiliated Merchants still
  employs such tactics from time to time, but it reputation convinces
  most merchants to join without argument.
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  The Organization
  The Affiliated Merchants of the Underdark is little more than
  an organized crime society with a niche area of exploitation and
  a thin veneer of respectability. It has a strict operational hierar-
  chy, and those in power demand absolute obedience from their
  underlings. (This requirement is called “being respectful to senior
  management.”)
  Headquarters: The Affiliated Merchants of the Underdark main-
  tains guildhouses in many large communities of the Lightless
  Lands. An office can be found virtually everywhere that organized
  trade exists. Most of the members and leaders in any particular loca-
  tion come from whatever free races dominate the area.
  Members: 6,000+.
  Hierarchy: Strict. The Affiliated Merchants of the Underdark
  operates with clear procedures.
  Religion: Varied.
  Alignment: Usually lawful evil.
  Secrecy: None.
  Symbol: A gold bag on a black field.
  Leadership
  A few months ago, the leader of the Affiliated Merchants, a Red
  Wizard named Maltuk, died. More accurately, he was assassinated,
  probably by one of his subordinates. The Underdark Anarchists’
  Guild had recently disrupted several vital trade routes—and not for
  the first time. In fact, Maltuk had been trying to eliminate that
  threat to the organization’s trade for the past year with little suc-
  cess, and profits were continuing to decline.
  Sofra (NE female drow rogue 9/shadowdancer 7/assassin 3)
  assumed control of the organization upon her predecessor’s unex-
  pected demise. She rules the Affiliated Merchants with a strong
  hand, and she’s ruthless about eliminating threats to her power. Nev-
  ertheless, Sofra faces the same problems as Maltuk did. The anar-
  chists are growing ever more irritating, and their impact on
  commerce continues to be severe. How well she handles this threat
  to the organization’s profitability will dictate how long she remains
  its leader. Recently, she hired a team of assassins to find and elimi-
  nate the leaders of the anarchists.
  Frr’thk (LE female mind flayer wizard 9) had several opportu-
  nities to challenge Sofra and her predecessors for control of the
  Affiliated Merchants but did not. She seems to prefer the position
  of second-in-command, acting as an advisor and supporter to who-
  ever is in charge. This attitude has led to a long and profitable
  career. Frr’thk has as much wealth and power, and as many slaves,
  as any mind flayer could desire.
  Recruiting
  It is always in a member’s best interests to recruit other merchants
  below him, because he can charge them a percentage of their prof-
  its. In fact, some find this aspect so profitable that they graduate
  from earning their livings by trade to managing merchant recruits
  fulltime. A member can have as many recruits as he can comfort-
  ably control at his level of power. Should he exceed his capacity,
  more powerful members may “restructure” his recruits in order to
  take control of them.
  Member Benefits and
  Responsibilities
  Merchants are rarely eager members of this organization. Rather,
  they view joining it and paying the required commission as a neces-
  sary cost of doing business. The alternatives that nonmembers expe-
  rience are very convincing and help to maintain loyalty.
  A few, however, enthusiastically adapt to membership in the
  Affiliated Merchants. The organization’s generally lawful attitude
  creates clear expectations, and the rules are simple: A member must
  make a profit for those higher up in the organization. Profitable
  members are valued and allowed to oversee most recruits, ever
  siphoning the profits upward. Unprofitable members have their
  recruits reapportioned to more productive managers.
  Encounters
  Characters may witness the collection of commissions from mer-
  chants and stores they frequent. If the characters themselves con-
  duct any sort of trade, such as selling magic items they have created
  or importing bulk commodities into the Underdark, they’re sure to
  be asked to join and pay the standard dues (15%).
  Typical Affiliated Merchants of the Underdark Encounter (EL
  9): One senior representative (Fighter 3/Rogue 5) and two enforcers
  (Fighter 2/Rogue 2).
  Guild of 
  Underdark Guides
  The Underdark is a dangerous place, even for natives. A skilled guide
  can mean the difference between death and life.
  Underdark Web Enhancement
  2
  Each of the organizations described herein includes numerous drow
  members, and many of them are quite prominent—in fact, the
  leader of the Affiliated Merchants of the Underdark is a drow.
  While drow don’t hold ultimate leadership positions in either of the
  other two organizations, they do fill important roles in each.
  Neutral or good drow sometimes seek to escape from the
  politically tumultuous life of drow society by becoming prime
  Underdark guides. In this way, they can remain in the Underdark,
  and they always have the option of returning to their Houses and
  families for short visits or extended stays between missions. Evil
  and chaotic drow frequently become members of the Underdark
  Anarchists’ Fellowship upon hearing about its surface premise.
  Drow? How Do Drow Fit in?
  
  Underdark Web Enhancement
  3
  Overview and Brief History
  The Guild of Underdark Guides was formed to provide travelers
  with reputable, skilled guides for hire. The organization charges pre-
  mium prices, but the quality of its guides is assured.
  The Organization 
  The Guild of Underdark Guides is a well-respected organization
  because of the quality of service it provides. The guild ensures that
  its members get paid, charging only a nominal fee for dues and
  reserving a share of the profits as a pension fund for its members.
  Any member guide who is injured in the field receives a pension
  based on her years of service. If she is killed on the job, the guild
  either applies her pension toward a raise dead or resurrection or
  gives the money to her designated heir.
  Headquarters: This organization has a guildhall in nearly every
  large city. Because of the small number of members and the high
  demand for their services, not all of the guildhalls have members in
  residence. However, servants and staff are always present to take
  messages or arrange future commissions. They keep careful track of
  the guides’ comings and goings and can reliably tell prospective
  patrons when the next guide will be available.
  Members: 2,000+.
  Hierarchy: Loose. The membership of the administrative council
  changes from time to time. The current council consists of Virgil
  Rhom, Cold Water Singers, and Qod Backspeaker. 
  Currently, the Affiliated Merchants of the Underdark has set its
  sights on gaining control of the kuo-toan community known as
  Blessed Seahaven (described in Underdark). Standing in their way
  are Pliil Seachild (described in detail in Underdark) and Moolowik
  Holy.
  MOOLOWIK HOLY/SAMPLE INQUISITOR OF
  THE DROWNING GODDESS
  Moolowik Holy is ambitious. He wishes to gain status for himself
  in his kuo-toa community and believes that a career as an inquisitor
  of the Drowning Goddess represents his optimal path to power.
  Moolowik enjoys his enhanced social standing among the kuo-toa
  and relishes the fear he generates with his mere presence.
  D Moolowik Holy: Male kuo-toa Monk 5/Rogue 1/Inquisitor of
  the Drowning Goddess 2; CR 10; Medium monstrous humanoid
  (aquatic); HD 2d8+8 plus 5d8+20 plus 1d6+4 plus 2d8+8; hp 83;
  Init +2; Spd 20 ft., swim 50 ft.; AC 25, touch 19, flat-footed 23;
  Base Atk +6; Grp +10; Atk +8 melee (1d4+3, bite) or +9 melee
  (1d6+2, unarmed strike) or +9 melee (1d4+3, +1 steel fins); Full Atk
  +8 melee (1d4+3, bite) or +9/+4 melee (1d6+2, unarmed strike) or
  +9/+4 melee (1d4+3, +1 steel fins) or +7/+7/+2 melee (1d6+2,
  unarmed strike, flurry of blows) or +7/+7/+2 melee (1d4+3, +1 steel
  fins, flurry of blows); SA fear aura, flurry of blows, sneak attack
  +1d6; SQ adhesive, amphibious, darkvision 60 ft., electricity resist-
  ance 10, evasion, grappling adhesive, immunities (paralysis, poison),
  keen sight, light blindness, mien of justice, purity of body, slippery,
  slow fall 20 ft., still mind, trapfinding; AL LE; SV Fort +11, Ref
  +14, Will +15; Str 14, Dex 14, Con 18, Int 10, Wis 20, Cha 10. 
  Skills and Feats: Concentration +12, Diplomacy +2, Escape
  Artist +10, Intimidate +8, Knowledge (religion) +8, Listen +12,
  Search +4, Sense Motive +21, Spot +20, Swim +10; Alertness,
  Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility,
  Spring Attack, Weapon Focus (unarmed strike).
  Fear Aura (Su): As an inquisitor of the Drowning Goddess,
  Moolowik Holy can project a fear aura to a radius of 20 feet for 2
  rounds. Any foe in the affected area must make a Will save (DC 12)
  or be affected as if by a fear spell.
  Adhesive (Ex): Moolowik can use his own body oil and other
  materials to give a shield a finish almost like flypaper, so that it can
  hold fast any creatures or items touching it. Anyone who makes an
  unsuccessful melee attack against him must succeed on a Reflex
  save (DC 14), or the attacker’s weapon sticks to the shield and is
  yanked out of its wielder’s grip. Creatures using natural weapons are
  automatically grappled if they get stuck. Moolowik does not nor-
  mally use a shield, since it interferes with his monk abilities.
  Amphibious (Ex): Although Moolowik breathes by means of
  gills, he can survive indefinitely on land.
  Evasion (Ex): If Moolowik makes a successful Reflex saving
  throw against an attack that normally deals half damage on a suc-
  cessful save, he instead takes no damage.
  Grappling Adhesive (Ex): Moolowik Holy knows how to effec-
  tively utilize a kuo-toa’s natural adhesive with grappling and with
  disarm. He gains a +2 bonus on grapple checks made to start or
  maintain a grapple and a +2 bonus on disarm checks made with his
  bare hands.
  Immunities (Ex): Moolowik is immune to poison and paralysis.
  As a 5th-level monk, he is also immune to all diseases except for
  magical diseases such as mummy rot and lycanthropy.
  Keen Sight (Ex): Moolowik has excellent vision thanks to his two
  independently focusing eyes. His eyesight is so keen that he can spot
  a moving object or creature even if it is invisible or ethereal. Only
  by remaining perfectly still can such objects or creatures avoid his
  notice.
  Light Blindness (Ex): Abrupt exposure to bright light (such as
  sunlight or a daylight spell) blinds Moolowik for 1 round. On sub-
  sequent rounds, he is dazzled while operating in bright light. 
  Mien of Justice (Ex): Moolowik gains a +4 insight bonus on
  Intimidate and Sense Motive checks (already factored into the
  above statistics).
  Purity of Body: Moolowik gains immunity to all diseases except
  for magical diseases such as mummy rot and lycanthropy.
  Slippery (Ex): Moolowik secretes an oily film that makes him
  difficult to grapple or snare. Webs, magic or otherwise, don’t affect
  him, and he usually can wriggle free from most other forms of con-
  finement.
  Slow Fall: When within arm’s reach of a wall, Moolowik can use
  it to slow his descent while falling. He takes damage as if the fall
  were 20 feet shorter than it actually is. 
  Still Mind: Moolowik Holy gains a +2 bonus to saving throws
  against spells and effects from the Enchantment school.
  Trapfinding: As a rogue, Moolowik Holy can use the Search skill
  to locate traps when the task has a Difficulty Class higher than 20.
  Possessions: +1 steel fins, gauntlets of ogre power, periapt of
  Wisdom +2, bracers of health +2, ring of protection +1.
  Blessed Sea Haven
  
  Religion: Varied, though Grumbar is especially popular among
  the guides.
  Alignment: Any nonchaotic and nonevil.
  Secrecy: None
  Symbol: A stylized map on a scroll.
  Leadership
  The Guild of Underdark Guides operates as a meritocracy. The best
  guides have opportunities for promotion and advancement. Many
  skilled guides prefer to stay in the field on active duty, but some
  choose to become administrators for a short time, as a break from
  field work. The leaders form a council that normally consists of four
  to six members. This council is charged with approving new mem-
  bers, setting prices, and overseeing the pension fund.
  Virgil Rhom (LN male earth genasi rogue 7/Harper 5/prime
  Underdark guide 5) is the main Harper representative in the Under-
  dark. He serves as the head of the Guild of Underdark Guides, but
  his true loyalty is to the Harpers, and his first priority is to further
  their interests.
  Cold Water Singers (N male grimlock barbarian 7/ranger 7)
  enjoys acting as a guide. He took a turn as an administrator while
  recovering from severe injuries incurred on his last assignment, but
  he is now quite ready to return to the field.
  Qod Backspeaker (NG female chitine rogue 5/prime Underdark
  guide 5; see Sample Prime Underdark Guide for full statistics) loves
  the challenges of being a guide, and she is also enjoying her current
  post as an administrator.
  Underdark Web Enhancement
  4
  Qod Backspeaker felt extremely underchallenged in her quiet village
  under the Far Forest. She wanted more for herself than the simple
  crafter’s life that everyone else in her village had. She wanted to
  maker her life matter, to do some good, and to help others.
  Thus, at the age of sixteen, she left and never once looked back.
  After a few years, she met a prime Underdark guide and decided
  that this profession offered a way she could feel fulfilled.
  D Qod Backspeaker: Female chitine rogue 5/prime Underdark
  guide 5; CR 11; Small monstrous humanoid; HD 2d8+2 plus 5d6+5
  plus 5d6+5; hp 56; Init +8; Spd 30 ft., climb 20 ft.; AC 21, touch 16,
  flat-footed 21; Base Atk +8; Grp +9; Atk +16 melee (1d4+3/19–20,
  +2 short sword) or +14 ranged (1d4+2/[TS]3, +1 composite shortbow
  [+1 Str bonus]); Full Atk +16/+11 melee (1d4+3/19–20, +2 short
  sword) or +14/+9 ranged (1d4+2/[TS]3, +1 composite shortbow [+1 Str
  bonus]); SA sneak attack +3d6; SQ aid another nearby, aid group,
  danger sense +4, danger warning +1, darkvision 60 ft., difficult to
  disarm, evasion, grappling bonus +4, sensitive to sunlight, trap sense
  +1, trapfinding, uncanny dodge, Underdark lore, Underdark traveler
  +3; AL NG; SV Fort +7, Ref +16, Will +8; Str 13, Dex 18, Con 12,
  Int 10, Wis 14, Cha 10. 
  Skills and Feats: Balance +6, Climb +19, Diplomacy +10, Gather
  Information +10, Hide +8, Knowledge (dungeoneering) +5, Knowl-
  edge (local—Underdark) +9, Move Silently +11, Speak Language +3,
  Survival +12, Use Rope +11; Education (Knowledge [dungeoneering],
  Knowledge [local—Underdark]), Improved Initiative, Multiweapon
  Fighting, Track, Weapon Finesse, Weapon Focus (short sword).
  Aid Another Nearby (Ex): Qod need not be adjacent to another
  character to use the aid another action for certain checks. She can
  aid another at a distance of up to 30 feet on Balance, Climb, Jump,
  Survival, Swim, and Use Rope checks, as long as her ally can see or
  hear her.
  Aid Group (Ex): Qod can assist up to five allies within 30 feet
  with the aid another action on Balance, Climb, Jump, Survival,
  Swim, and Use Rope checks, as long as her ally can see or hear her.
  Danger Sense (Ex): Qod possesses an uncanny intuition that warns
  her of impending danger. She gains a +4 insight bonus on Reflex saves
  to avoid traps or natural hazards, a +4 dodge bonus to AC against
  attacks by traps or natural hazards, and a +4 insight bonus on Spot
  checks made to spot creatures at the beginning of an encounter (see
  Starting an Encounter in the Dungeon Master’s Guide).
  Danger Warning (Su): Qod can react quickly to warn her com-
  panions of dangerous situations, effectively giving them a moment
  more to react. This ability enables her to grant the following
  bonuses to up to five allies: a +1 insight bonus on Reflex saves to
  avoid traps or natural hazards, a +1 dodge bonus to AC against
  attacks by traps or natural hazards, and a +1 insight bonus on Spot
  checks made to spot creatures at the beginning of an encounter (see
  Starting an Encounter in the Dungeon Master’s Guide).
  Difficult to Disarm (Ex): Because of the hooks in Qod’s palm, she
  gains a +4 bonus on the opposed check when a character tries to
  disarm her.
  Evasion (Ex): If exposed to any effect that normally allows a
  character to attempt a Reflex saving throw for half damage, Qod
  takes no damage with a successful saving throw.
  Grappling Bonus (Ex): Qod’s four arms grant her a +4 bonus on
  grapple checks, giving her equal footing with Medium creatures.
  Sensitive to Sunlight (Ex): In sunlight or bright magical light
  (such as a daylight spell), Qod takes a –1 penalty on attack and
  damage rolls.
  Trap Sense (Ex): Qod has a +1 bonus on Reflex saves to avoid
  traps and a +1 dodge bonus to AC against attacks made by traps.
  Trapfinding: Qod can use the Search skill to locate traps when
  the task has a DC higher than 20.
  Uncanny Dodge (Ex): Qod can react to danger before her senses
  would normally allow her to do so. She retains her Dexterity to AC
  regardless of being caught flat-footed or struck by an invisible
  attacker. (She still loses her Dexterity bonus to AC if immobilized.) 
  Underdark Lore: Prime Underdark guides gather knowledge. Qod
  has the ability to know legends or information regarding various
  topics, just like a bard can with bardic knowledge. She adds +5 to the
  appropriate Knowledge check to determine whether she knows any-
  thing about a specific topic. See the bard class entry in the Player’s
  Handbook for more information on bardic knowledge. This ability
  applies only to information pertaining to the Underdark.
  Underdark Traveler (Ex): Qod is familiar with the culture and
  etiquette of many Underdark societies. She receives a +3 bonus on
  all Diplomacy, Disguise, Gather Information, and Sense Motive
  checks made against members of Underdark races.
  Languages: Common, Draconic, Dwarven, Elven, Kuo-Toan,
  Terran, Undercommon.
  Possessions: +2 studded leather armor, ring of protection +1, cloak
  of resistance +1, +2 short sword, +1 composite shortbow (+1 Str bonus),
  boots of elvenkind, potion of cure moderate wounds (3), potion of fly,
  climber’s kit, nekodes, 250 gp.
  Sample Prime Underdark Guide
  
  Underdark Web Enhancement
  Recruiting
  The screening process for membership in the Guild of Underdark
  Guides is very rigorous. A candidate must prove her skill in Balance,
  Climb, Diplomacy, Gather Information, Knowledge (dungeoneer-
  ing), Profession (Underdark guide), Speak Language (any four), Sur-
  vival, and Use Rope. In addition, the candidate’s philosophy and
  alignment are scrutinized to ensure that she isn’t motivated by any
  capricious or nefarious worldviews. In short, the candidate must
  evince many of the qualities of a member of the prime Underdark
  guide prestige class (see Underdark), though she need not have any
  levels in it. Few candidates meet the requirements, but those who do
  are eagerly accepted.
  Member Benefits and
  Responsibilities
  Denizens of the Underdark usually join this organization because
  they enjoy guiding. It’s a calling to which they can happily devote
  their lives. Becoming a member of the guild is a mark of status—an
  indication that the candidate is tops in her field. Guild guides are
  welcome in most cities to the extent that a guide who is a member
  of a prohibited or slave race can usually walk around unmolested.
  The pay and other financial benefits, including the pension, are
  excellent. Guild guides always have a warm welcome in the guild-
  houses, and they can obtain food, a place to stay, and usually heal-
  ing there as well.
  Every member of the guild of Underdark guides has a messenger
  medallion (see Chapter 5 in Underdark) and is required to check in
  at the guildhouses at her departure and destination points at least
  once a week.
  Encounters
  Surface-dwelling characters may well need to hire someone familiar
  with the Underdark to be their guide. Alternatively, they may
  encounter another group of travelers making their way through the
  Underdark with the assistance of a guild guide.
  Typical Guild of Underdark Guides Encounter (EL 7): One car-
  avan guide (bard 6/prime Underdark guide 1), two merchants
  (expert 3), and four guards (warrior 2). Because of the high demand
  for their services, guides are usually encountered while performing
  their jobs.
  Underdark
  Anarchists’
  Fellowship
  To many, an organization of anarchists seems like an oxymoron.
  However, this loose fellowship of mayhem-wreakers is indeed
  highly organized, even if only a few outside its membership realize
  that fact.
  The fellowship operates mostly in the Upperdark, though it is
  occasionally active in the Middledark as well. The leaders of the
  Underdark Anarchists’ Fellowship find plenty of ways to keep mem-
  bers busy on the upper levels, and they usually advise their affiliates
  and agents to avoid the strange world of the Lowerdark.
  Overview and Brief History
  A human bard named Marlowe Rodan traveled extensively during
  her many years of adventuring. Over time, she developed definitive
  ideas about people and how they should be treated. She felt that
  anyone, regardless of race, was deserving of respect. Thus slave-based
  societies, such as Thay, incensed her. When she traveled in the
  Underdark, she discovered to her horror that many native races,
  such as the drow and the mind flayers, relied heavily on slavery. For
  many years, she and her adventuring companions worked against
  those slave-owning races in small ways, yet she never felt as if they
  had made much of a difference.
  Eighteen years ago, the last of her friends and adventuring
  companions gave up his escapades and retired—but not Marlowe.
  Still adventuring at the age of fifty-two, she decided to start anew
  and make fighting against slavery in the Underdark her personal
  crusade.
  Crafty as well as committed, Marlowe perceived that a direct
  approach to ending Underdark slavery would have little effect. Cer-
  tainly, she would attract stalwart paladins and other emissaries of
  good in her antislavery endeavors, but their numbers would be small
  and their campaign short-lived. Once it was over, the old ways would
  surely reassert themselves. Instead, she developed a devious plan to
  attract large numbers of willing risk-takers whose talents she could
  bend to her purpose.
  With that goal in mind, she formed the Underdark Anarchists’
  Fellowship. With its general antiestablishment approach, the fledg-
  ling organization found no shortage of recruits. To Marlowe, it
  seemed as if almost everyone in the Underdark was dissatisfied with
  the status quo in one way or another, and many were willing to rise
  up and challenge it. Through the fellowship, Marlowe provided an
  outlet for this discontent.
  Today, the fellowship continues to thrive. Marlowe keeps her
  personal agenda a secret from all but the elite few in manage-
  ment positions. She views the disgruntled as prime tools to help
  her achieve her higher goal and goes to considerable lengths to
  recruit them.
  The publicly advertised mission of the Underdark Anarchists’
  Fellowship is a general protest. The answer to the question “Against
  who or what?” varies depending upon what a recruiter thinks will
  bring the most positive response from a potential member.
  Marlowe feels that the members of the fellowship need not know
  its true purpose as long as they help to fulfill it. Thus far, the pri-
  mary mission of the Underdark Anarchists’ Fellowship has been dis-
  rupting trade—most especially the slave trade—for the purpose of
  making slavery unprofitable.
  One of the group’s best and most powerful tactics toward this end
  is to seal portals with either Mordenkainen’s disjunction or gate seal
  (see FORGOTTEN REALMS Campaign Setting). This undertaking has
  given rise to the nickname “portal crashers” for members of the fel-
  lowship. To aid in these portal-destroying endeavors, the organiza-
  tion uses several portal finder rods (see Chapter 5 in Underdark).
  Marlowe is also on the lookout for a minor artifact known as the
  portal demolisher* (see Chapter 5 in Underdark).
  The Organization
  Almost every society has some minority element of anarchists—
  people who are fed up with the way things are and who seek change
  by nonlawful means. Many are slaves who use their limited auton-
  omy to overthrow (or at least harass) their overlords. Even the most
  chaotic revolutionaries, however, often discover that they need help
  from a source with resources and information, such as the loose net-
  work of the Underdark Anarchists’ Fellowship.
  5
  
  Creating an organization out of so many individuals with their
  own agendas is an endeavor that only a person of wide vision, such
  as Marlowe, would be audacious enough to attempt. Oddly, the fel-
  lowship works. It owes its varied degrees of success primarily to the
  evil, repression, and slavery rampant in Underdark societies.
  Headquarters: One small section of the Labyrinth serves as head-
  quarters for the Underdark Anarchists’ Fellowship. Marlowe Rodan,
  Cashimier Celest, Miska, Dagnal Strakeln, and a half-dozen doughty
  retainers are the only residents of the enclave.
  Outside of these residents, only about two dozen members know
  the location of headquarters, and less than a dozen have been taught
  the one safe route into that area. These trusted few are the only ones
  who personally know the leaders in their undisguised forms.
  A few years ago, Marlowe Rodan realized that the fellowship was
  relying too heavily upon her personally, and that if she died, it
  would cease to be effective. Thus, she stopped venturing from the
  safety of the central Labyrinth enclave.
  Members: 5,000+. No accurate accounting of anarchist agents
  exists. Several times this number of Underdark residents are sympa-
  thizers or affiliated members.
  Hierarchy: Loose and segmented. Members come and go, largely
  because the chaotic nature of most creatures that join doesn’t lend
  itself to steady membership. Most members know only one or two
  others. Any given anarchist cell is usually in contact with only one
  or two other groups, though some operate completely independ-
  ently. Thus, relaying messages and plans often proves a difficult
  challenge for the leadership.
  Religion: Various.
  Alignment: Usually nonlawful; frequently chaotic.
  Secrecy: Medium. Many people have heard of the Underdark
  Anarchists’ Guild, and some even know a sympathizer or member.
  But only a select few know the real purpose of the organization.
  Symbol: A broken chain.
  Leadership
  Marlowe, now 70 years of age, plans to cede the leadership of the
  fellowship to another soon. Determined to ensure that her work con-
  tinues after her death, she has spent the last ten years recruiting and
  Underdark Web Enhancement
  6
  Miska gets bored easily. He travels throughout the Underdark seek-
  ing adventure and excitement, and his greatest delight is serving as
  a catalyst for change wherever he goes. He enjoys disturbing the
  status quo and then moving on.
  When he learned of the Underdark Anarchists’ Fellowship,
  Miska wasted no time in linking up with the organization. He’s as
  dedicated to their cause as his variable temperament will allow.
  Thus far, he’s enjoyed all the tasks with which the fellowship has
  entrusted him and hasn’t yet gotten bored.
  D Miska: Male gloaming sorcerer 8/shadowcrafter 7; CR 11;
  Small outsider (native); HD 8d4+8 plus 7d4+7; hp 52; Init +3; Spd
  20 ft., fly 40 ft. (average); AC 19, touch 16, flat-footed 16; Base
  Atk +7; Grp +1; Atk +12 melee (1d3–1/19–20, +1 dagger); Full Atk
  +12/+7 melee (1d3–1/19–20, +1 dagger); SQ enhanced shadow con-
  jurations, enhanced shadow evocations, light blindness, low-light
  vision, luminescence, outsider traits, resistance to illusions, saving
  throw bonuses, shadow mien, shadow spell penetration; AL CN; SV
  Fort +5, Ref +7, Will +11; Str 6, Dex 16, Con 12, Int 10, Wis 11,
  Cha 24. 
  Skills and Feats: Concentration +5, Disguise +13, Hide +9,
  Knowledge (arcana) +4, Knowledge (local—Underdark) +7, Move
  Silently +9, Spellcraft +9; Greater Spell Focus (Illusion), Greater
  Spell Penetration, Portal Sensitive, Silent Spell, Spell Focus (Illu-
  sion), Spell Penetration, Weapon Finesse.
  *New feat in Underdark.
  Enhanced Shadow Conjurations (Su): Miska’s shadow conjura-
  tions have strengthened by 20%. Hence, his shadow conjurations are
  two-fifths in strength or 40% as strong as the real things, and his
  greater shadow conjurations are four-fifths in strength or 80% as
  strong as the real things.
  Enhanced Shadow Evocations (Su): Miska’s shadow evocations
  have strengthened by 20%. Hence, his shadow evocations are two-
  fifths in strength or 40% as strong as the real things, and his
  greater shadow evocations are four-fifths in strength or 80% as
  strong as the real things.
  Light Blindness (Ex): Abrupt exposure to bright light (such as
  sunlight or a daylight spell) blinds Miska for 1 round. In addition,
  he takes a -1 circumstance penalty on all attack rolls, saves, and
  checks while operating in bright light.
  Luminescence (Ex): Miska can make his skin glow as brightly as
  torchlight. As a standard action, he can either make his skin glow
  to any degree up to and including the brightness of a torch, or mute
  the glow.
  Resistance to Illusions (Ex): Miska has a +2 bonus on saving
  throws against all illusion spells and effects.
  Saving Throw Bonuses: As a shadowcrafter, Miska gains a +2
  bonus on saving throws against any Illusion spells. In addition, he
  receives a +2 racial bonus on saves against Illusion (shadow) spells
  or effects and a +4 racial bonus on saves against mind flayers’ spell-
  like abilities. Miska is immune to a mind flayer’s extract ability. 
  Shadow Mien (Su): Miska gains a +2 bonus on Disguise and Hide
  checks (already figured into the statistics above).
  Shadow Spell Penetration (Ex): Miska gains a +2 bonus on spell
  penetration checks for all of his illusion (shadow) spells. This bonus
  stacks with those from the Spell Penetration or Greater Spell Pen-
  etration feats.
  Sorcerer Spells Known (6/8/8/8/7/7/7/5; save DC 17 + spell
  level, or 19 + spell level for Illusion spells): 0—daze, detect magic,
  flare, ghost sound, mage hand, message, open/close, read magic,
  stick*; 1st—disguise self, magic missile, reduce person, shield, silent
  image; 2nd—analyze portal (FRCS), darkvision, hypnotic pattern,
  mirror image, tremorsense*; 3rd—displacement, major image, spi-
  derskin*, summon monster III; 4th—colloid form*, greater invisi-
  bility, phantasmal killer, shadow conjuration†; 5th—persistent
  image, shadow evocation†, wall of dispel magic*, wall of force;
  6th—chain lightning, shadow walk†, veil; 7th—greater shadow
  conjuration†, mass invisibility. 
  *New spell from Underdark.
  †Gloamings have a racial proclivity toward shadow-based spells.
  They cast illusion (shadow) spells at +1 caster level.
  Possessions: Bracers of armor +5, ring of protection +2, cloak of
  Charisma +4, +1 dagger, pearl of power (1st), wand of baleful poly-
  morph (15 charges), potion of gaseous form, potions of cure moderate
  wounds (2), 49 gp.
  Sample Shadowcrafter
  
  Underdark Web Enhancement
  7
  grooming people she feels are capable of carrying on her crusade.
  She has narrowed the field of candidates to three capable underlings.
  Each brings something very different to the organization, in terms
  of both skills and leadership style. Rumor has it that Marlowe plans
  to announce her successor within the year.
  Marlowe Rodan (NG female human bard 16) is the organization’s
  founder and is still active as its leader, though she wants to retire
  soon. She has a few tests and trials to which she wants to put
  Cashimier Celest, Miska, and Dagnal Strakeln to determine which
  she will name as successor. 
  Cashimier Celest (NG male aasimar cleric 7/divine disciple 7 of
  Lliira) felt first-hand the cruelty of slavery in the Underdark. He
  had been a slave in a svirfneblin community and his masters cut off
  his wings as punishment for an attempted escape. Eight years ago,
  with the help of the fellowship, he finally won free. Cashimier’s ded-
  ication to Marlowe’s cause is unquestionable. He worships a god of
  joy and freedom, and he dutifully helps others to realize these
  aspects of life. Yet, his ordeal has left him emotionally scarred to the
  point that he is bitter and almost completely devoid of personal hap-
  piness. Marlowe wonders if Cashimier has the temperament to
  inspire followers and lead the organization.
  Miska (CG male gloaming sorcerer 8/shadowcrafter 7) (see the
  Sample Shadowcrafter sidebar for full statistics) has been with the
  Underdark Anarchists’ Fellowship for three years. This period is
  the longest amount of time that he’s ever stuck with any locale,
  companions, or cause. He thinks that Marlowe might be consider-
  ing him as the future leader of the organization, and that prospect
  simultaneously delights and frightens him. He loves wreaking
  havoc in a good cause and hasn’t yet begun to feel his usual wan-
  derlust and boredom, but he isn’t sure he wants to be tied down.
  For her part, Marlowe respects Miska’s skill and charisma but
  doubts that he has the stamina and devotion to stay with the
  organization. 
  Dagnal Strakeln (N female gold dwarf rogue 8/Harper 5) is by
  far the most diplomatic and sociable of the three. She is also the
  least dedicated. Dagnal is a relative newcomer, having been with
  the organization for only two years. Though she has proven her-
  self a charismatic leader and a competent aide to Marlowe, Dagnal
  isn’t at all sure that she wants the responsibilities of leading this
  ragtag fellowship.
  Cashimier, Miska, and Dagnal all go out in the field regularly.
  They use disguise and stealth to travel to the largest and most effec-
  tive anarchist cells, both to recruit new members and to set specific
  stratagems into motion. 
  Recruiting
  The Underdark Anarchists’ Guild recruits heavily among slaves and
  society’s underclasses. Anyone who wants to bring down the estab-
  lishment is a likely recruit. Even a person who isn’t partisan enough
  to actually join the Guild may still sympathize with its goals and
  render aid on an as-needed basis if the risk involved is low. This level
  of participation is very low-key and general. The upper echelon con-
  siders those who aid the organization in this way to be affiliated
  bystanders rather than actual agents. 
  If a character works with the Guild on several missions and con-
  tinually proves himself a competent, reliable asset, his name is
  passed on to the leaders of the organization as a potential agent
  recruit. One of the leaders, heavily disguised, then meets with him
  and sets him a task or a mission to fulfill. If successful, the candi-
  date becomes an agent and is entrusted with leading future missions.
  The best, brightest, and most reliable agents are eventually
  entrusted with the location of the fellowship’s headquarters and
  given additional responsibilities.
  Member Benefits and
  Responsibilities
  The benefits that members and sympathizers (the affiliated
  bystanders) receive are often esoteric. The most significant of these
  is the knowledge that they are doing something to hurt those in
  power.
  Sometimes more practical benefits can be had as well. In particu-
  lar, slaves can gain their freedom (though it may be transitory)
  through the fellowship’s efforts. Unfortunately, failed attempts at
  escape usually result in beatings, mutilations, or even capital pun-
  ishment. The actions of the Underdark Anarchists’ Fellowship are
  rarely without risk.
  Those who prove themselves competent enough to become agents
  are required to maintain a network of contacts with other agents.
  For the most part, newer agents operate independently, though spe-
  cific orders are passed down to them through trusted senior agents
  on occasion. Once an agent has proven himself, he can begin plan-
  ning and organizing daring raids and other missions on his own,
  though he usually does not directly participate in them. Rather, he
  observes the operations at a discreet distance, so that he can escape
  and report to his superiors on their success or failure.
  Encounters
  Characters in the Underdark have many opportunities to cross paths
  with the Underdark Anarchists’ Fellowship. Initially, the characters
  may hear whispered rumors about the organization. Perhaps tavern
  talk speculates about an area resident’s potential collusion with the
  group. Alternatively, a merchant may bemoan how risk-fraught pre-
  viously safe trade routes have become.
  The composition of anarchist teams varies greatly. Sometimes
  two or three agents venture into an area to destroy a portal, bridge,
  or other geographic feature. Sometimes an agent enters an area
  alone to start a slave rebellion. Almost always, however, local resi-
  dent agitators and sympathizers are conscripted into service for the
  mission.
  Many other diverse organizations operate with strength in the
  Underdark. The Church of Cyric controls or has infiltrated several
  cells of the Underdark Anarchists’ Fellowship. Wherever dracol-
  iches are found in the Underdark, members of the Cult of the
  Dragon lurk nearby. The Red Wizards of Thay seek advantages
  everywhere, including the Underdark. And beholders, organized or
  not, prove potent threats to all the organizations described here.
  Lords of Darkness and the Underdark
  
  Typical Anarchist Encounter in a Svirfneblin Area with Kuo-
  Toa Slaves (EL 9): One fellowship agent (CN human bard 7) and
  two local slave resistance leaders (NE kuo-toa rogue 5). This group
  could be encountered while it is meeting to plan a slave breakout.
  If encountered after a successful breakout, the group should be
  accompanied by 10d10 freed kuo-toa slaves (commoner 1, expert
  1, or warrior 1). The human bard almost certainly poses as a
  member of another race, using magic to disguise her true nature
  and appearance.
  About the Author
  Gwendolyn F. M. Kestrel is an editor for Wizards of the Coast’s
  Roleplaying Games R&D department. Her recent work includes
  editing and additional development for the revised Dungeon
  Master’s Guide and Monster Manual. Her editing credits include
  Fiend Folio, Faiths and Pantheons, Oriental Adventures, and Magic
  of Faerûn, and her design credits include the Book of Challenges and
  numerous DRAGON® Magazine articles. She’s a frequent contribu-
  tor to the Wizards of the Coast website. Also, check out the website
  she created for her husband, Andy Collins, at <www.andycollins.net>.
  Underdark Web Enhancement
  8
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/Organizations of the Underdark.pdf