TEXT: ULP1-04
  DDDDoooowwwwnnnnwwwwaaaarrrrdddd
  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
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  ®
  PPPPrrrriiiinnnncccciiiippppaaaalllliiiittttyyyy    ooooffff    UUUUlllleeeekkkk    RRRReeeeggggiiiioooonnnnaaaallll    AAAAddddvvvveeeennnnttttuuuurrrreeee
  Version 1
  bbbbyyyy    CCCChhhhrrrriiiissssttttoooopppphhhheeeerrrr    RRRReeeeeeeedddd
  aaaannnndddd    ZZZZiiiivvvvaaaannnn    DDDDeeeennnnnnnneeeeyyyy
  Are you up for a heroic adventure where you will travel deep into an abandoned mine
  located within the Lortmil Hills? Only the darkness below knows what you might
  encounter. An adventure for character levels 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizards o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
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  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e . The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a y e r’s  na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd 
  w e apo ns 
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  1. 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion, 
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
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  Page 3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  bring their own characters with them. If players
  do not 
  have 
  a LIVING 
  GREYHAWK character
  generated, 
  get a copy of the current 
  LIVING
  GREYHAWK character 
  generation 
  guidelines, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
  NGGGG                        
  GGGG                    
                                            RRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK                TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                  
  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
  M
  M
  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSyyyynnnnooooppppssssiiiissss
  This is the fourth scenario for the Principality of
  Ulek in the RPGA Living Greyhawk Campaign.
  Some of the general background 
  information
  includes:
  • 
  While the Principality of Ulek is ruled by a
  dwarf, and all of the nobles are dwarves, it
  consists of more humans than any other race.
  • 
  The Principality of Ulek is presently at war
  with the Pomarj. While there has not been a
  major battle in some time, the territory east
  of the hills is currently contested, and a large
  number of the Principality of Ulek's residents
  have been forced to flee their homes due to
  the humanoid invaders of the Pomarj.
  
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  Page 4
  • 
  The Pomarj is a humanoid state, composed
  mainly of orcs, goblins and the like.
  • 
  Relatively 
  few 
  elves 
  are 
  native 
  to 
  the
  Principality 
  of Ulek, and 
  due 
  to Queen
  Yolande of Celene's refusal to send succor to
  the Prince during the Greyhawk Wars, a good
  deal of anti-elf sentiment exists in the nation.
  • 
  Half-orcs are, at best, treated as second-class
  citizens, 
  and, in many 
  instances, 
  treated
  much worse. They are openly treated with
  disdain.
  • 
  Gnomes, humans, and halflings are native to
  the Principality of Ulek, and are treated well.
  This scenario starts off in the city of Havenhill, a
  city on the front lines of the war with the Pomarj.
  Recently, the city has been put under martial law
  due to the threat of humanoid forces in the area.
  This stance has not lessened any due to the recent
  loss of a Dwarven scouting force plus the city
  being penetrated by a small band of goblins, led
  by an orc sorcerer, who were spying on the city
  for a possible attack on the city.
  The PCs start 
  the adventure 
  in a tavern
  named the Stuck Pig. While there they see a
  message delivered to a gnome, named Ebernie
  Bloomgem. 
  After 
  reading 
  the 
  note, 
  Ebernie
  appears to be quite shaken. This is the PCs
  opportunity 
  for adventure. 
  If Ebernie 
  leaves
  before the PCs take the bait, his lunch companion
  will assist if needed.
  Eventually, the PCs will travel with Ebernie
  to see Locc, the individual who sent Ebernie the
  note. Their travels will take them to the village of
  Treehome, which oddly only contains three trees,
  all of which intertwine with each other to help
  form the Badgers Refuge Tavern and Inn, the
  locale the PCs will rest for their evening in the
  village.
  While at the Badgers Refuge Tavern and Inn,
  the PCs have the chance to pick up some gossip
  and some small pieces of information.
  After a night of rest, Ebernie takes the PCs to
  see Locc in a small cave. He informs them about
  the Mine Rangers who came here to seek out
  what was in Urgo's Mine and the fact they have
  not been seen since. Additionally, Locc has found
  out that the mines are now currently 
  being
  inhabited by a group of Derro. He hopes the PCs
  will bring back some of the ingredients to assist
  in making an antidote to the Derro's poison.
  The Derro have just recently come into the
  mine. They have made a deal with a tribe of
  goblins in the nearby area, the Dark Ones. The
  goblins give the Derro protection, 
  while the
  Derro supply items to help the goblin's tribe.
  Hopefully, the PCs will offer to investigate
  Urgo's Mine in search of the Mine Rangers. When
  this occurs, Locc will give the PCs a crude double
  sided map (Player's Handouts #1 & #2) to help
  them in their mission.
  While in the mine, the PCs will encounter a
  group of goblins guarding the mine.
  After they deal with the goblins, the PCs come
  to a split in the tunnels. Here they can either
  follow the path Locc had informed them about or
  go off searching on their own.
  If the PCs choose to go their own route, they
  may run into several creatures including a gray
  ooze and a lair of gricks.
  If the PCs choose to follow the path Locc
  suggested, they will run into a group of Derro
  who are watching over some of their recently
  acquired slaves. These slaves are working in a n
  underground garden inside a large cavern. Moss
  and other subterranean flora grow in this dim
  garden.
  After running up against the Derro slave
  masters and freeing the slaves, the PCs have to
  determine if they wish to proceed further into
  the mine and risk possibly facing more Derro.
  If the PCs do decide to leave the mine, they
  run into some gricks that are searching the area
  where the PCs fought the goblins.
  If the PCs decide to continue onward, they
  find more Derro—one of who may be too great of
  a challenge for them.
  After exiting the mine with the information
  and other items they have taken and returning to
  Locc, the PCs are thanked and given appropriate
  honors and rewards.
  PPPPllllaaaayyyyeeeerrrrssss’’’’    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  The 
  weather 
  around 
  Havenhill 
  has 
  been
  unusually wet this year, but it did manage to let
  up for a bit; at least enough to let you get your
  morning chores done.
  But by mid-day, the dark clouds came over the
  city once more and your belly starts to grumble
  from hunger. Only a hearty meal will silence your
  belly.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    AAAA    M
  M
  M
  Meeeessssssssaaaaggggeeee
  DDDDeeeelllliiiivvvveeeerrrreeeedddd
  You find a tavern called the Stuck Pig. It seems to
  be 
  a 
  nice 
  place 
  and 
  those 
  exiting 
  the
  establishment told you that you could get a good
  meal for only a few coins.
  Entering the establishment, you see that
  there are many tables and mild chaos, as the
  human, dwarven, halfling and even gnomish
  patrons 
  enjoy 
  their 
  meals. 
  Several 
  serving
  wenches quickly move about the tavern taking
  care of everyone's needs.
  Several tables are open, mostly toward the
  front of the tavern.
  Rugdenner 
  and 
  his 
  wife 
  run 
  the 
  tavern.
  Rugdenner is a dwarf who served many years in
  the military before his graying beard and aging
  knees finally caught up to him. He is still able to
  
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  Page 5
  run the tavern; barking at the serving wenches
  and cooks to keep him moving at all times.
  Elves in the party find that they are generally
  ignored by other patrons and treated with no
  disrespect from any of the serving 
  staff but
  neither are they treated kindly. Half-orcs will be
  looked upon with caution and cool looks but
  nothing will become of it; this includes verbal
  comments.
  Since the majority of open tables are in the
  front center portion of the establishment, it is
  quite likely that they will all be at the same table
  (or at least next to each other). Thus, allow the
  players to describe their PCs at this time. After
  they have had time to do this, plus order their
  food and role-play for a bit, continue with the
  following:
  After placing your order with one of the wenches,
  you wait for a small amount of time. There is a
  slow trickle of patrons who enter and leave the
  establishment.
  Soon, you receive your meal and the portions
  are enormous. Just as you start to eat, a young
  human boy enters the tavern. He scans the place
  before waving his arms, as if trying to get
  everyone's attention. His attempts seem to go
  unnoticed due to the party-like atmosphere of the
  place.
  Suddenly, a loud ringing fills your ear and
  you see Rugdenner, owner of the Stuck Pig,
  ringing a large silver bell to get everyone's
  attention.
  In a sheepish voice, the boy says, "I, I, I have a
  message for Mister Ebernie Bloomgem." A gnome,
  just a few tables away from you, raises his hand
  indicating that he is the individual that the young
  boy seeks.
  The boy nervously runs down and hands the
  gnome a note. The tavern then returns to normal
  with its usual loud cheers and boisterous chatter.
  You notice the gnome reading the note with
  his lone male gnomish companion across the
  table from him patiently waiting. As the gnome's
  eyes continue down the page, you can see a
  paleness come to his skin. After completing the
  note, he frantically roles it back up and sits
  motionless for a moment.
  At this time, allow the PCs to react. This is their
  bait into adventure that lies further on down the
  road.
  If the PCs decide to talk to the gnome, he will
  collect himself and offer them a sit at this table.
  If asked about the note, he will inform those who
  have asked that he has received a very disturbing
  message. After some prodding, he will explain
  that his grandfather, Locc, is a mage that lives
  near the village of Treehome. In the message, his
  grandfather explains that his assistance is needed
  and he should bring his alchemy supplies with
  him. Locc has learned that a band of Derro are
  now located in a mine, known as Urgo's Mine. A
  group known as the Mine Rangers was coming to
  investigate the mine and possibly bring some
  clues 
  as 
  to an antidote 
  to Derro's 
  poison.
  However, any assistance that Ebernie can get will
  be most welcome.
  If no PC reacts when the young boy delivers
  the note to Ebernie, he hands the note to his
  friend 
  and 
  excuse 
  himself 
  leaving 
  the
  establishment.
  Ebernie's friend, Yitter, remains for several
  minutes, which allows the PCs another chance to
  get in on some adventure before he will leave. If
  the PCs speak with him instead of Ebernie, he
  informs them that something dire has come up
  and that Ebernie could use any assistance he can
  get. He gladly takes anyone who is interested in
  assisting but can offer no payment to do so.
  The PCs will not be paid for their assistance
  as neither Ebernie or Yitter have the funds for
  that. If the PCs do decide to assist Ebernie, he
  informs them that he plans to leave within the
  hour and will meet them at the North Gate.
  Have the PCs make a Knowledge 
  (local)
  checks. The information they receive is as follow:
  • 
   DC 10: Success means that the PC has
  heard of Treehome and knows it is a
  small village, populated 
  mostly by
  gnomes, to the north.
  • 
  DC 15: Success means the PCs get the
  information above and that the PC
  has heard of the Mine Rangers. The
  Mine Rangers are an exclusive and
  demanding organization.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    TTTTrrrreeeeeeeehhhhoooom
  m
  m
  meeee
  Travel to the village of Treehome is fraught with
  the horrible thought that there is something very
  wrong here. Several 
  days pass, 
  before 
  you
  approach the village in the late afternoon. You
  can see it is an odd assortment of underground
  and above ground dwellings.
  As you make your way into the village, you
  see a number of gnomish guards patrolling the
  area around the village.
  You quickly make your way to the Badgers
  Refuge Tavern and Inn. It looks to be the most
  welcoming sight but also a bit odd. The lower
  portion of the building seems rather normal but
  its upper stories sit up within three large trees
  that are intertwined. There are wooden walkways
  and steps that lead up from the main building
  into the small buildings that you guess are rooms
  for guests. This seems peculiar, as these three
  trees are the only large trees in the area.
  Ebernie 
  Bloomgem 
  will 
  pay 
  for 
  three
  rooms—one for him, and the other two for the
  PCs to sleep in. While here for the evening, the
  PCs have several things they can do including
  turn in early to gain some extra sleep or role-play
  with those who are currently staying here.
  
  Downward
  Page 6
  Any PC who uses Gather Information has the
  opportunity (DC 10) to learn of some gossip. For
  every three ranks a PC has have, allow them a n
  extra roll for a successful 
  check (re-roll any
  duplicates):
  1. 
  The goblin tribe, the Dark Ones, has been very
  active in the local area during the past few
  months. (True)
  2. 
  The sage, Locc, is extremely old but quite
  knowledgeable. (True)
  3. 
  It has been said that strange dwarves lurk in
  the the night but no one knows what they
  seek. (True)
  4. 
  Many abandoned mines in the Principality of
  Ulek are still filled with riches. All one must
  do is be brave enough to search 
  around.
  (Partially True)
  5. 
  A band of orcs is wildly spending their newly
  gained riches. (True)
  6. 
  Agents from the Pomarj still lurk within the
  cities of the Principality of Ulek. (True)
  7. 
  A band of great 
  heroes 
  helped save two
  halfling scouts from certain death. (True)
  8. 
  The Suss Forest is an evil forest filled with
  giant spiders and the like. (Unconfirmed)
  9. 
  There is a temple to a long forgotten deity in
  the Suss Forest. (Unconfirmed)
  10. The followers 
  of the Earth 
  Dragon 
  are
  secretly planning to assassinate the Prince.
  (False)
  Additionally, there are several NPCs that the PCs
  can role-play with:
  Tavern           
  Workers:
  Olenn Greeneye (male gnome Rgr1/Ill2; Animal
  Empathy 
  +4, 
  Craft: 
  Bowmaking 
  +6, 
  Craft:
  Leatherworking +4, Handle Animal +4, Hide +2,
  Move Silently 
  +2, Profession: 
  Innkeeper 
  +6,
  Wilderness Lore +4). Olenn runs the tavern.
  Olenn, a tall gnome, is the owner of the tavern.
  He wears a green apron over his black breeches
  and shirt, which match his emerald green eyes.
  He has a confident look about him and an ever-
  watchful eye for trouble. He is a friend of Locc
  and is glad the PCs have come with Ebernie to
  assist in the matter at hand. He does worry about
  the presence of Derro in Urgo's Mine.
  Imma Greeneye (female 
  gnome Com1; Craft:
  Weaving +4, Listen +2, Profession: Innkeeper +4,
  Spot +2). Imma assists with the running of the
  tavern.
  Imma is Olenn's wife. She keeps a constant eye on
  their daughter, Umara. She has a very pleasant
  smile, one that even eases the roughest of folks.
  Umara Greeneye (female gnome Com1; Handle
  Animal +4, Ride +4). Umara assists with animals
  of tavern patrons.
  Umara is the daughter of Olenn and Imma. She is
  young, only having been able to walk for several
  years now. Despite this, she often tries to help
  out whenever possible especially if it involves
  animals. She thinks Locc is scary.
  Tragie Aurgite (female 
  half-elf 
  Rgr1; Animal
  Empathy +4, Handle Animal +4, Intuit Direction
  +2, Ride +2, Swim +2, Use Rope +2). Tragie assists
  with the running of the tavern.
  Tragie is the tavern's waitress. She is a beautiful
  young half-elf who has been working for Olenn
  for the past two years now. She is intent on
  learning more from both Olenn and Rathus
  especially of their adventurers and past travels. If
  asked about Locc, she will inform the PCs that
  they should ask Olenn about him.
  Rathus Kilnor (male 
  human Ftr3; Climb 
  +2,
  Handle Animal +3, Jump +2, Ride +3, Profession:
  Cook +6, Swim +2). Rathus cooks for the tavern.
  Rathus is an aging human male, who used to
  adventure with Olenn back when they were both
  younger. 
  He has 
  the reputation 
  of making
  anything taste good with his specialty being roast
  boar with thick gravy. He has meet Locc but
  doesn't have an opinion about him.
  Noteworthy      Tavern      Patrons:
  Ulan Crystalpick (male 
  gnome Com 1; Craft:
  Blacksmithing +4) is the local blacksmith.
  Ulan has red hair and a beard that stands out
  against his black tunic. He is the local blacksmith
  and is currently seated with another gnome who
  is his apprentice. 
  He knows that 
  the Mine
  Rangers came into town a little over a week ago.
  They asked him to do some work for them and
  stated they would return after their mission. He
  unfortunately 
  has not seen them since. Their
  group consisted of three dwarves, two humans
  and a gnome.
  Arlahn Battlespike (male dwarf Exp2; Bluff +5,
  Craft: Armorsmithing +5, Diplomacy +5, Gather
  Information +5, Intimidate +5, Knowledge: Local
  +5). Arlahn is a merchant in weapons and armor.
  Arlahn is a well-groomed dwarven merchant on
  his way to the County of Ulek. He is hoping to
  find some folks who would be willing to purchase
  some weapons and armor that he will have made
  for them. During his travels, he has heard that
  there are numerous people being enslaved in the
  disputed territory but he has seen nothing to
  confirm this.
  The rest of the patrons 
  here are gnome
  commoners who will only supply the PCs with
  gossip that they have already heard.
  
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  Page 7
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    LLLLoooocccccccc
  On the morning after when the PCs are ready to
  proceed, read the following:
  You rise the next morning to a deluge of rain
  coming down out of the Lortmil Hills. When you
  enter the common room of the Badgers Refuge
  Tavern and Inn, your nostrils are filled with the
  smells of maple syrup and fresh berries, a sign of
  the breakfast that awaits you.
  After dinning on a hot morning meal and
  awaiting the rain to subside, Ebernie urges that
  your journey must continue.
  After leaving the village, you travel in a
  westerly direction toward one of the hills that
  surrounds the village. After a brief time, you
  come upon a small cave, with the entrance only
  about four and a half feet tall.
  Ebernie 
  struts 
  into 
  the 
  cave 
  without
  hesitation urging you to follow.
  Quickly, you can see on the far corner of the
  cave an old gnome who is tending to several
  potted plants.
  The old gnome is Locc Bloomgem. 
  He will
  introduce himself to the PCs and ask them to do
  the same. Afterwards he will lead them through a
  tunnel, which is quite narrow for human and
  half-orc 
  PCs, deeper 
  into the hill. Within 
  a
  minute or two, they will come into another
  cavern that looks like it has been arranged to be a
  sitting room.
  Locc 
  will 
  ask 
  the 
  PCs 
  why 
  they 
  have
  journeyed with Ebernie. After their story, he will
  comment on how lucky he is, as he has learned
  more information and is desperately in need of
  heroes.
  The mission involves traveling to a hill just
  on the disputed territory and down into Urgo's
  Mine, also known as The Weasel's Lair.
  Locc has learned that the abandoned mine is
  currently inhabited by a group of Derro, a race of
  evil dwarfs that leave deep within the earth, but
  he does not know their strength. When he sent
  the note to Ebernie, the Mine Rangers were on
  their way to Urgo's Mine due to his urging.
  The Mine Rangers are a group that serves in
  the protection of mines in the Principality of
  Ulek. One of their duties is to investigate mines
  and caves that may have creatures within it.
  They did indeed come to the village, speak
  with him and go to the mine but not a single
  Mine Ranger has been heard from since. Locc
  hopes that the PCs can rescue the Mine Rangers
  if possible and also get samples of any vegetation
  that the Derro may be growing so an antidote to
  their poison can be found.
  Locc has learned that the Derro have taken
  some folks prisoner. He also knows that the
  Derro have been using a type of poison that
  drains one's strength.
  Locc does have a crude map that he can give
  the PCs that has the directions to Urgo's Mine on
  one side and a rough map of the mine on the
  other side. He will make sure to inform the PCs
  that they should 
  go left 
  at the first 
  main
  intersection they come to as this leads to the area
  where the mining was done. Give the PCs Players’
  Handout #1 and #2.
  If the subject of payment comes up, he will
  inform them that if they can find some of the
  vegetation for the antidote, he will attempt to
  give them a portion of the antidote.
  Locc Bloomgem (male gnome Wiz5; Alchemy +8,
  Concentration 
  +8, 
  Knowledge: 
  Arcana 
  +8,
  Knowledge: Nature +8, Profession: Herbalist +8,
  Scry +8, Spellcraft +8).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    UUUUrrrrggggoooo''''ssss    M
  M
  M
  Miiiinnnneeee
  Following the map given to you by Locc, your trip
  takes you a total of two days and into the
  northeast portion of the Province of Corond. You
  also encounter no resistance during your trek.
  Soon you near the entrance to Urgo's Mine.
  Drawing nearer, you notice that someone must
  have cleared the area in front of it.
  Determine what the PCs are doing at this point.
  Anyone looking for tracks (Wilderness Lore with
  Tracking Feat: DC 13) or other clues (Search: DC
  18) on the ground has a chance to find several
  goblin-sized footprints which appear to lead into
  the mine. 
  The footprints 
  were 
  made 
  fairly
  recently.
  The entrance to the mine is roughly ten feet
  wide and about eight feet high.
  When the PCs decide to enter the mine, make
  sure to get a marching order, then continue with
  the next encounter.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    GGGGoooobbbblllliiiinnnn    GGGGuuuuaaaarrrrddddssss
  Entering the dark interior of the dwarven crafted
  mineshaft, you see a long tunnel that slopes
  slightly downward.
  Anyone looking for additional tracks will notice
  that the wooden rails that must have been used
  to assist with getting the mine carts to the mine's
  entrance. They are cracked, rotting and some
  pieces are even broke off. It is quite obvious that
  these rails have not been used in some time.
  The tunnel will continue for several hundred
  yards. Every fifty yards or so, the tunnel levels off
  and several metal rings can be found in the
  mine's walls.
  The level areas were spots where the carts
  could be left if the miners needed to rest for a
  moment; while the metal rings were used to
  
  Downward
  Page 8
  ensure that the cart did not get away and roll
  back down the tunnel.
  The tunnel leads into a small room, about 20
  feet wide by 20 feet long by 8 feet tall where the
  miners used to load the carts with the treasure
  they found in the mine.
  Currently, there are several goblins guards
  located here.
  Anyone actively listening ahead of the rest of
  the party will have a chance (Listen: DC 15) to
  hear the goblins softly chit chatting with each
  other.
  The goblins will also have a chance to hear
  the party and you should secretly roll once for
  their chance. If the goblins 
  hear 
  the party
  coming, they will prepare for the worst. The
  goblin adept will first cast sanctuary, then b l e s s
  on the rest of the goblins followed by bull's
  strength on as many of the other goblins as
  possible.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Goblin (4): CR 1/4; Small Humanoid (goblinoid);
  HD 1d8; hp 5 (each); Init +1 (Dex); Spd 30 ft.; AC 15
  (+1 size, +1 Dex, +3 studded leather); Atks +0
  melee (1d8-1, morning star), +2 ranged (1d6-1,
  javelin); SQ Darkvision 60 ft.; AL NE; SV Fort +0,
  Ref +3, Will +0.
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +5,
  Spot +3; Feats: Alertness.
  Equipment: 
  studded leather 
  armor 
  (each),
  javelin (each), morning star (each).
  Goblin, 
  Clr3 
  (1): 
  CR 3; 
  Small 
  Humanoid
  (goblinoid); HD 3d8+3; hp 20; Init +1 (Dex); Spd 30
  ft.; AC 15 (+1 size, +1 Dex, +3 studded leather);
  Atks 
  +2 
  melee 
  (1d8-1, 
  morning 
  star); 
  SQ
  Darkvision 60 ft.; AL NE; SV Fort +5, Ref +3, Will
  +7.
  Str 8, Dex 14, Con 12, Int 11, Wis 13, Cha 8.
  Skills: Concentration +6, Heal +2, Knowledge:
  Religion +3, Spellcraft +3; Feats: Alertness, Iron
  Will.
  Equipment: morning star, 87 sp (total).
  Spells (5/3+1/1+1): 0-lvl—create water, d e t e c t
  p o i s o n, guidance, purify food 
  and drink, virtue;
  1st-lvl— bless, 
  comprehend 
  languages, d o o m,
  protection 
  from 
  good*; 2nd-lvl—bull's 
  strength,
  invisibility*.
  *Domain 
  spells (Domains: 
  Evil—Cast 
  evil
  spells at +1 caster level; Trickery—Bluff, Disguise
  and Hide are class skills)
  Tier       2      (EL      7)   
  Goblin, 
  Ftr2 
  (4): 
  CR 
  2; 
  Small 
  Humanoid
  (goblinoid); HD 2d8+2; hp 15 (each); Init +6 (Dex,
  Improved Initiative); Spd 30 ft.; AC 16 (+1 size, +2
  Dex, +3 studded leather); Atks +2 melee (1d8,
  morning 
  star), 
  +4 ranged 
  (1d6, 
  javelin); 
  SQ
  Darkvision 60 ft.; AL NE; SV Fort +4, Ref +2, Will
  +0
  Str 10, Dex 14, Con 12, Int 10, Wis 11, Cha 8.
  Skills: Climb +2, Jump +2, Spot +3; Feats:
  Alertness, Combat Reflexes, Improved Initiative.
  Equipment: 
  studded leather 
  armor 
  (each),
  javelin (each), morning star (each).
  Goblin, 
  Clr3 
  (1): 
  CR 
  3; 
  Small 
  Humanoid
  (goblinoid); HD 3d8+3; hp 20; Init +1 (Dex); Spd 30
  ft.; AC 15 (+1 size, +1 Dex, +3 studded leather);
  Atks 
  +2 
  melee 
  (1d8-1, 
  morning 
  star); 
  SQ
  Darkvision 60 ft.; AL NE; SV Fort +5, Ref +3, Will
  +7.
  Str 8, Dex 14, Con 12, Int 11, Wis 13, Cha 8.
  Skills: Concentration +6, Heal +2, Knowledge:
  Religion +3, Spellcraft +3; Feats: Alertness, Iron
  Will.
  Equipment: morning star, 87 sp (total).
  Spells (5/3+1/1+1): 0-lvl—create water, d e t e c t
  p o i s o n, guidance, purify food 
  and drink, virtue;
  1st-lvl— bless, 
  comprehend 
  languages, d o o m,
  protection 
  from 
  good*; 2nd-lvl—bull's 
  strength,
  invisibility*.
  *Domain 
  spells (Domains: 
  Evil—Cast 
  evil
  spells at +1 caster level; Trickery—Bluff, Disguise
  and Hide are class skills)
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    9999))))
  Goblin Ftr2 (6): CR 2; Small Goblinoid; HD 2d8+2;
  hp 15 (each); Init +6 (Dex, Improved Initiative);
  Spd 30 ft.; AC 16 (+1 size, +2 Dex, +3 studded
  leather); Atks +2 melee (1d8, morning star), +4
  ranged (1d6, javelin); SQ Darkvision 60 ft.; AL NE;
  SV Fort +4, Ref +2, Will +0.
  Str 10, Dex 14, Con 12, Int 10, Wis 11, Cha 8.
  Skills: Climb +2, Jump +2, Spot +3; Feats:
  Alertness, Combat Reflexes, Improved Initiative.
  Equipment: 
  studded leather 
  armor 
  (each),
  javelin (each), morning star (each).
  Goblin Cleric (1): 
  CR 
  7; Small 
  Humanoids
  (goblinoid); HD 7d8+7; hp 45; Init +1 (Dex); Spd 30
  ft.; AC 15 (+1 size, +1 Dex, +3 studded leather);
  Atks 
  +4 
  melee 
  (1d8-1, 
  morning 
  star); 
  SQ
  Darkvision 60 ft.; AL NE; SV Fort +6, Ref +6, Will
  +8.
  Str 8, Dex 14, Con 12, Int 11, Wis 13, Cha 8.
  Skills: 
  Concentration 
  +10, 
  Heal 
  +2,
  Knowledge: 
  Religion 
  +4, Spellcraft 
  +4; Feats:
  Alertness, Iron Will, Lightning Reflexes.
  Equipment: morning star (each), 87 sp (total).
  Spells 
  (6/5+1/3+1/2+1/1+1): 
  0-lvl—create
  water, detect p o i s o n, guidance, purify 
  food 
  and
  drink, 
  resistance, 
  virtue; 
  1st-lvl—bless,
  comprehend 
  languages, doom 
  (x2), protection
  from 
  good*, sanctuary; 2nd-lvl—bull's 
  strength
  (x3), 
  invisibility*; 3rd-lvl—bestow 
  curse, create
  food and water, magic circle against good*, 4th-
  lvl—confusion*, poison.
  *Domain 
  spells (Domains: 
  Evil—Cast 
  evil
  spells at +1 caster level; Trickery—Bluff, Disguise
  and Hide are class skills)
  If any of the goblins are captured, they are more
  then willing to talk as long as they are promised
  
  Downward
  Page 9
  that they will not be killed. The goblins are part
  of a larger group that lives nearby. They were
  instructed to guard this area of the mine. Others
  from their tribe will come from time to time
  come and drop off slaves to the 'dwarfs from very
  deep' (a.k.a. Derro), who reside deeper in the
  mine.
  The last group of slaves were delivered nearly
  a week ago and consisted of three dwarves, two
  humans and a gnome. Please note that these were
  the Mine Rangers but the goblins do not know
  this.
  The goblins 
  know little 
  about the Derro
  except that their leader (who is not in the mine)
  has an agreement with them. In exchange for the
  slaves, the Derro will help bring more power to
  their tribe, the Dark Ones.
  The PCs can take the goblins' equipment and
  sell if for 50% of book value. Allow them only five
  of any item (studded 
  leather 
  armor, 
  javelin,
  morningstar) with the rest being too damaged to
  sell.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    W
  W
  W
  Whhhhiiiicccchhhh    W
  W
  W
  Waaaayyyy    ttttoooo
  GGGGoooo????
  Continuing onward, you head deeper into the
  mines. You travel for several hours down the
  same tunnel, which appears to have been mined.
  It continues to slope down but even more so then
  before. On one side of the tunnel is a series of
  ropes with pulleys, which appears to have been
  used to aid in the process of getting them gems
  that had been mined to the surface.
  Eventually you start to get into the natural
  part of the mine. It is quite moist now but
  bearable. You come to several small side passages
  but looking down them, you see nothing of
  interest. A bit further down, the tunnel splits in
  two different directions.
  Those PCs who successfully 
  check for tracks
  (Wilderness Lore with Track Feat, DC 20) will
  notice that there are some tracks that head to left
  tunnel while there is are no tracks leading down
  the passage to the right.
  The PCs could also check (Search, DC 25) for
  clues that might aid them in their decision as to
  which passage to continue down. Those who are
  successful will notice a couple of hairs and a bent
  copper coin in the passage on the left while the
  right passage shows no sign of use.
  If the PCs head down the passage to the right,
  continue with Encounter 7. If the PCs head down
  the passage to the left, continue with Encounter
  Ten.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    W
  W
  W
  Whhhhiiiicccchhhh    W
  W
  W
  Waaaayyyy    ttttoooo
  GGGGoooo????    AAAAggggaaaaiiiinnnn
  Having chosen to travel down the passage to the
  right, you continue onward. The moister in the
  air thickens as you continue. The tunnel curves
  slightly restricting your view.
  Soon you come to another split in the tunnel.
  If the PCs head down the passage to the left,
  continue with Encounter Eight. If the PCs head
  down the passage to the right, continue with
  Encounter 9.
  Encounter 8: Grick Lair
  Taking the left passage, you travel onward.
  Several small passages lead from the tunnel you
  are currently moving down but they are too small
  to investigate. Soon, you find yourself in a cavern
  with several stalactites and stalagmites. It is now
  deathly silent.
  The PCs have stumbled into a lair of gricks. If
  they enter the cavern, have them make a Spot
  check (DC 22) and/or a Listen check (DC 25).
  Those that succeed will not be surprised by the
  attacking grick. This combat is quite deadly and
  fleeing may be a likely option for the PCs.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Grick (1): hp 9; see Monster Manual, page 112.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Grick (2): hp 12, 9; see Monster Manual, page 112.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Grick (4): hp 12 (x2), 9; see Monster Manual, page
  112.
  If the PCs investigate the cavern, they will find
  nothing value (signs of the missing Mine Rangers
  or potential ingredients for an antidote to the
  Derro poison).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    9999::::    OOOOoooozzzzeeee
  Having once again to take the passage to the
  right, you press onward. The tunnel continues to
  curve slightly restricting your view.
  After a walk of about a hundred yards, the tunnel
  opens up into a cavern filled with stalactites and
  stalagmites. Off on the far side of the cavern are
  two pools filled with milky water, one on either
  side.
  
  Downward
  Page 10
  The pool to the left is in fact water that is slowly
  dripping from the cavern's ceiling. If the PCs
  actively look for it, allow them a chance to see
  water dripping from the ceiling into the pool
  (Search, DC 30).
  The pool to the left is actually a gray ooze. If
  the PCs search it up close, it will attack until
  killed.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Gray Ooze (1): hp 26; see Monster Manual, page
  145.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    4444))))
  Gray Ooze (1): hp 32; see Monster Manual, page
  145.
  TTTTiiiieeeerrrr    3333
  Gray Ooze (1): hp 38; see Monster Manual, page
  145.
  Besides the gray ooze, there is nothing else of
  interest here.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11110000::::    DDDDeeeerrrrrrrroooo    GGGGuuuuaaaarrrrddddssss
  You head down the passage to the left, following
  the map given to you by Locc.
  Several Derro stand guard at the next tunnel
  intersection. They will attack until killed, the PCs
  are dead or the PCs have run away in fear.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Derro (3): CR 1; Medium-size Humanoid (dwarf);
  HD 1d8+1; hp 6 (each); Init +2 (Dex); Spd 20 ft.; AC
  16 (+3 studded leather, +1 buckler shield, +2 Dex);
  Atks -1 melee (1d4-1/19-20, dagger), +2 ranged, (1d8
  + poison/19-20, light crossbow); SA Poison; SQ
  Dwarven 
  traits, 
  Darkvision 
  30 
  ft., 
  Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +3, Ref +2,
  Will +0
  Str 9, Dex 14, Con 13, Int 10, Wis 10, Cha 6.
  Skills: Listen +1, Spot +1; Feats: Blind-Fight.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  Tier       2      (EL      6)
  Derro Warriors Ftr3 (3): CR 3; Medium-size
  Humanoid (dwarf); HD 3d10+3; hp 24 (each); Init
  +6 (Dex, Improved Initiative); Spd 20 ft.; AC 16 (+3
  studded leather, +1 buckler shield, +2 Dex); Atks
  +3 melee (1d4/19-20, dagger), +5 ranged, (1d8 +
  poison/19-20, light crossbow); 
  SA Poison; 
  SQ
  Dwarven 
  traits, 
  Darkvision 
  30 
  ft., 
  Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +4, Ref +3,
  Will +1
  Str 10, Dex 14, Con 13, Int 10, Wis 10, Cha 6. 12
  Skills: Climb +3, Listen +3, Jump +5, Spot +3;
  Feats: 
  Alertness, 
  Blind-Fight, 
  Improved
  Initiative.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  Tier       3      (EL     9)   
  Derro Warriors Ftr6 (3): CR 6 Medium-size
  Humanoid (Dwarf); HD 6d10+12; hp 55 (each); Init
  +6 (Dex, Improved Initiative); Spd 20 ft.; AC 16 (+3
  studded leather, +1 buckler shield, +2 Dex); Atks
  +6/+1 melee (1d4/19-20, dagger), 
  +8/+3 ranged,
  (1d8 + poison/19-20, light crossbow); SQ Dwarven
  traits, Darkvision 30 ft., Sunlight Vulnerability;
  SR 18; AL CE; SV Fort +6, Ref +4, Will +2
  Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 6.
  Skills: Climb +3, Listen +4, Jump +7, Spot +4;
  Feats: Alertness, 
  Blind-Fight, 
  Dodge, Improved
  Initiative, Mobility.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  The Derro guards have nothing of interest on
  them except their mundane items.
  In this and future encounters with the Derro,
  if any PC is captured, please note this on the
  Story Summary 
  provided at the end of this
  scenario. Also, this occurrence should be noted
  on the player's log sheet and the appropriate cert
  given to them.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11111111::::    TTTThhhheeee    SSSSllllaaaavvvveeeessss
  Coming to another intersection, you see that the
  left passage is covered with some type of moss.
  Additionally a very soft green and purple glow
  appears up ahead.
  If the PCs go to see what the glow is, continue
  with the following (if not go to Encounter 12):
  Peering into the cavern, you see it oval-shaped
  with the greatest length being one hundred feet
  and the width being about fifty feet. The ceiling
  lies fifty feet above.
  It is filled with vegetation in neat, orderly
  rows. You can see several humanoids of various
  figures moving about the rows. It appears that
  several 
  Derro 
  are 
  watching 
  over 
  these
  humanoids.
  
  Downward
  Page 11
  The vegetation is made up of various edible and
  poisonous plants, mushrooms and moss. A small
  patrol force is watching over the slaves that are
  currently working the field.
  PCs that are careful and plan a strategy may
  be able to take out the Derro a piece at a time.
  However, once the Derro realize they are being
  attacked, several of them will attempt to gather
  up the slaves. The Derro will not hesitate to kill
  the slaves or escape with the slaves past the PCs if
  needed.
  If any PC is captured, the Derro will not
  hesitate to use them as a slave once they have
  been 'trained.'
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Derro (4): Medium-Sized Humanoid (Dwarf); HD
  1d8+1; hp 6 (each); Init +2 (Dex); Spd 20 ft.; AC 16
  (+3 studded leather, +1 buckler shield, +2 Dex);
  Atks -1 melee (1d4-1/19-20, dagger), +2 ranged, (1d8
  + poison/19-20, light crossbow); SA Poison; SQ
  Dwarven 
  traits, 
  Darkvision 
  30 
  ft., 
  Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +3, Ref +2,
  Will +0
  Str 9, Dex 14, Con 13, Int 10, Wis 10, Cha 6.
  Skills: Listen +1, Spot +1; Feats: Blind-Fight.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  TTTTiiiieeeerrrr    2222((((EEEELLLL    6666))))
  Derro Warriors Ftr3 (3): CR 3; Medium-size
  Humanoid (dwarf); HD 3d10+3; hp 24 (each); Init
  +6 (Dex, Improved Initiative); Spd 20 ft.; AC 16 (+3
  studded leather, +1 buckler shield, +2 Dex); Atks
  +3 melee (1d4/19-20, dagger), +5 ranged, (1d8 +
  poison/19-20, light crossbow); 
  SA Poison; 
  SQ
  Dwarven 
  traits, 
  Darkvision 
  30 
  ft., 
  Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +4, Ref +3,
  Will +1
  Str 10, Dex 14, Con 13, Int 10, Wis 10, Cha 6. 12
  Skills: Climb +3, Listen +3, Jump +5, Spot +3;
  Feats: 
  Alertness, 
  Blind-Fight, 
  Improved
  Initiative.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    11110000))))
  Derro Warriors Ftr6 (4): CR 6 Medium-size
  Humanoid (Dwarf); HD 6d10+12; hp 55 (each); Init
  +6 (Dex, Improved Initiative); Spd 20 ft.; AC 16 (+3
  studded leather, +1 buckler shield, +2 Dex); Atks
  +6/+1 melee (1d4/19-20, dagger), 
  +8/+3 ranged,
  (1d8 + poison/19-20, light crossbow); SQ Dwarven
  traits, Darkvision 30 ft., Sunlight Vulnerability;
  SR 18; AL CE; SV Fort +6, Ref +4, Will +2
  Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 6.
  Skills: Climb +3, Listen +4, Jump +7, Spot +4;
  Feats: Alertness, 
  Blind-Fight, 
  Dodge, Improved
  Initiative, Mobility.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  There are a total of four slaves (three dwarves
  and one gnome) here. None of them appear to be
  malnourished 
  but 
  they are 
  quite 
  dirty 
  and
  extremely tired for overwork.
  The three dwarves (Oskar, Talkinn, Ulfgar)
  were captured by a large group of goblins while
  they were traveling through the hills. They have
  been here for several weeks. They will inform the
  PCs that they were beat into submission until
  they were willing to corporate. They have seen
  others who were not so willing but they received
  a horror worse then death. These poor folks were
  used as part of the Derro's creations. They care
  not to go into further details on this subject. They
  only wish to leave 
  this place as quickly 
  as
  possible. They will not go any deeper into the
  mine.
  The gnome (Dimble "Cloak" Beren) is actually
  one of the Mine Rangers. He quickly submitted
  so that he could see what was happening 
  to
  others that choose the same fate. They were
  actually captured by a band of goblins. Several of
  his fellow Mine Rangers are currently being held
  elsewhere by the Derro. He would like to try and
  save them but understands that they may already
  have been lost.
  The slaves are not in any condition to fight
  and only have a few hit points each. However,
  they will all mention that they need to get
  moving as quickly as possible, or else more Derro
  may come for them. If the PCs wait in any
  location for more then any hour from here on
  out, a Derro scout team (with the same stats as
  the Derro in Encounter Twelve) will meet up
  with them.
  Growing 
  in this 
  cavern 
  are 
  edible 
  and
  poisonous plants, mushrooms and moss.
  The PCs may be able to determine which
  vegetation may could possibly be an ingredient
  for 
  the 
  Derro 
  poison 
  antidote 
  (Knowledge
  [nature] DC 30 or Profession [herbalist] DC 35).
  Otherwise, they may take the time to pick a
  sample of each the vegetation here. There is a
  variety of plant-life here so to do so it will take
  some time. This will not harm them but the
  slaves will start to get nervous and try and
  persuade the PCs to leave quickly. You as the DM
  may also want to use some minor scare tactics to
  put the players on edge.
  If the PCs decide to leave Urgo's Mine, go to
  Encounter Fourteen.
  
  Downward
  Page 12
  If the PCs decide 
  to foolishly 
  continue
  onward deeper into Urgo's Mine, go to Encounter
  Twelve.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11112222::::    DDDDeeeerrrrrrrroooo    SSSSccccoooouuuutttt
  TTTTeeeeaaaam
  m
  m
  m
  Moving even further into Urgo's Mine, you travel
  for nearly an hour with nothing of interest save a
  few small side passages that after investigation
  led nowhere.
  Moving down the tunnel is a Derro scout
  team. Once they see (or hear) the PCs they will
  quickly move to attack. The arcane spellcasters
  will attempt to subdue the PCs with the use of
  their spells so they can be used as slaves.
  If any PC is captured, please make sure to
  note this on their log sheet and give them the
  appropriate cert.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Derro (4): Medium-size Humanoid (dwarf); HD
  1d8+1; hp 6 (each); Init +2 (Dex); Spd 20 ft.; AC 16
  (+3 studded leather, +1 buckler shield, +2 Dex);
  Atks -1 melee (1d4-1/19-20, dagger), +2 ranged, (1d8
  + poison/19-20, light crossbow); SA Poison; SQ
  Dwarven 
  traits, 
  Darkvision 
  30 
  ft., 
  Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +3, Ref +2,
  Will +0
  Str 9, Dex 14, Con 13, Int 10, Wis 10, Cha 6.
  Skills: Listen +1, Spot +1; Feats: Blind-Fight.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  Abba and Babba, male derro Sor2 (2): Medium-
  sized Humanoid (dwarf); HD 2d4+6; hp 14 (each);
  Init +6 (Dex, Improved Initiative); Spd 20 ft.; AC
  12 (+2 Dex); Atks +0 melee (1d4-1, (19-20/crit x2),
  dagger); SQ Dwarven traits, Darkvision 30 ft.,
  Sunlight Vulnerability; SR 18; AL CE; SV Fort +3,
  Ref +2, Will +4
  Str 9, Dex 14, Con 16, Int 10, Wis 12, Cha 12.
  Skills: Concentration +6, Craft (Guide) +5,
  Knowledge (Arcana) +6, Knowledge (History) +3,
  Scry 
  +6, 
  Spellcraft 
  +6; 
  Feats: 
  Blind-Fight,
  Improved Initiative, Spell Focus (Enchantment).
  Spells Known (6/4; Spell DC = 11 + Spell
  Level): 0-lvl—5 d a z e, detect 
  magic, flare, read
  magic, resistance; 1 st-lvl—2 charm person, sleep.
  Equipment: dagger (each).
  Tier       2      (EL      8)   
  Derro (4): Medium-size Humanoid (dwarf); HD
  1d8+1; hp 6 (each); Init +2 (Dex); Spd 20 ft.; AC 16
  (+3 studded leather, +1 buckler shield, +2 Dex);
  Atks -1 melee (1d4-1/19-20, dagger), +2 ranged, (1d8
  + poison/19-20, light crossbow); SA Poison; SQ
  Dwarven 
  traits, 
  Darkvision 
  30 
  ft., 
  Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +3, Ref +2,
  Will +0
  Str 9, Dex 14, Con 13, Int 10, Wis 10, Cha 6.
  Skills: Listen +1, Spot +1; Feats: Blind-Fight.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  Abba and Babba, male derro Sor3 (2): Medium-
  size Humanoid (dwarf); HD 3d4+9; hp 20 (each);
  Init +6 (Dex, Improved Initiative); Spd 20 ft.; AC
  12 (+2 Dex); Atks +0 melee (1d4-1, (19-20/crit x2),
  dagger); SQ Dwarven traits, Darkvision 30 ft.,
  Sunlight Vulnerability; SR 18; AL CE; SV Fort +4,
  Ref +3, Will +4
  Str 9, Dex 14, Con 16, Int 10, Wis 12, Cha 12.
  Skills: Concentration +6, Craft (Guide) +5,
  Knowledge (Arcana) +6, Knowledge (History) +3,
  Scry 
  +6, 
  Spellcraft 
  +6; 
  Feats: 
  Blind-Fight,
  Improved Initiative, Spell Focus (Enchantment).
  Spells Known (6/6; Spell DC = 10 + Spell
  Level): 
  0-lvl—d a z e, detect 
  magic, flare, read
  magic, 
  resistance; 
  1st-lvl—charm 
  person,
  hypnotism, sleep.
  Equipment: dagger (each)
  Cilji, male derro savant 
  Sor5: Medium-size
  Humanoid (dwarf); HD 5d4+15; hp 30; Init +6
  (Dex, Improved Initiative); Spd 20 ft.; AC 12 (+2
  Dex); Atks +1 melee (1d4-1, (19-20/crit x2), dagger);
  SQ Dwarven traits, Darkvision 30 ft., Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +4, Ref +3,
  Will +5
  Str 9, Dex 14, Con 16, Int 10, Wis 13, Cha 14.
  Skills: 
  Alchemy 
  +5, 
  Concentration 
  +8,
  Knowledge (Arcana) +8, Knowledge (History) +4,
  Scry 
  +8, 
  Spellcraft 
  +8; 
  Feats: 
  Blind-Fight,
  Improved Initiative, Spell Focus (Enchantment).
  Spells (6/7/4; Spell DC = 14 + Spell Level): 0-
  lvl—daze, detect 
  magic, flare, read 
  magic,
  resistance; 
  1st-lvl—charm 
  person, 
  hypnotism,
  mage 
  armor, shield, sleep; 2nd-lvl—protection
  from arrows, Tasha's hideous laughter
  Equipment: dagger
  Tier       3      (EL     10)   
  Derro Warriors Ftr3 (3): CR 3; Medium-size
  Humanoid (dwarf); HD 3d10+3; hp 24 (each); Init
  +6 (Dex, Improved Initiative); Spd 20 ft.; AC 16 (+3
  studded leather, +1 buckler shield, +2 Dex); Atks
  +3 melee (1d4/19-20, dagger), +5 ranged, (1d8 +
  poison/19-20, light crossbow); 
  SA Poison; 
  SQ
  Dwarven 
  traits, 
  Darkvision 
  30 
  ft., 
  Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +4, Ref +3,
  Will +1
  
  Downward
  Page 13
  Str 10, Dex 14, Con 13, Int 10, Wis 10, Cha 6. 12
  Skills: Climb +3, Listen +3, Jump +5, Spot +3;
  Feats: 
  Alertness, 
  Blind-Fight, 
  Improved
  Initiative.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  Abba and Babba, male derro Sor3 (2): Medium-
  size Humanoid (dwarf); HD 3d4+9; hp 20 (each);
  Init +6 (Dex, Improved Initiative); Spd 20 ft.; AC
  12 (+2 Dex); Atks +0 melee (1d4-1, (19-20/crit x2),
  dagger); SQ Dwarven traits, Darkvision 30 ft.,
  Sunlight Vulnerability; SR 18; AL CE; SV Fort +4,
  Ref +3, Will +4
  Str 9, Dex 14, Con 16, Int 10, Wis 12, Cha 12.
  Skills: Concentration +6, Craft (guide) +5,
  Knowledge (arcana) +6, Knowledge (history) +3,
  Scry 
  +6, 
  Spellcraft 
  +6; 
  Feats: 
  Blind-Fight,
  Improved Initiative, Spell Focus (enchantment).
  Spells Known (6/6; Spell DC = 10 + Spell
  Level): 
  0-lvl—d a z e, detect 
  magic, flare, read
  magic, 
  resistance; 
  1st-lvl—charm 
  person,
  hypnotism, sleep.
  Cilji, male derro savant Sor8: Medium-sized
  Humanoid (Dwarf); HD 8d4+24; hp 45; Init +6
  (Dex, Improved Initiative); Spd 20 ft.; AC 12 (+2
  Dex); Atks +1 melee (1d4-1, (19-20/crit x2), dagger);
  SQ Dwarven traits, Darkvision 30 ft., Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +5, Ref +6,
  Will +7
  Str 9, Dex 14, Con 16, Int 10, Wis 13, Cha 18.
  Skills: 
  Alchemy 
  +6, 
  Concentration 
  +11,
  Knowledge (arcana) +11, Knowledge (nature) +5,
  Knowledge (history) +11, Scry +8, Spellcraft +11;
  Feats: 
  Blind-Fight, 
  Improved 
  Initiative,
  Lightning Reflexes, Spell Focus (enchantment).
  Spells Known (4/5/4/4/3; Spell DC = 14 + Spell
  Level): 0-lvl—arcane 
  mark, d a z e, detect 
  magic,
  flare, mage hand, prestidigitation, read magic,
  resistance; 
  1st-lvl—charm 
  person, 
  hypnotism,
  magic 
  missile, shield, sleep; 2nd-lvl—protection
  from arrows, Tasha's hideous laughter, web; 3rd-
  lvl—hold person, suggestion, 4 th-lvl—confusion.
  Equipment: dagger
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11113333::::
  AAAA    CCCCoooolllllllleeeeccccttttiiiioooonnnn    ooooffff    DDDDeeeerrrrrrrroooo    SSSSccccoooouuuutttt
  TTTTeeeeaaaam
  m
  m
  mssss
  If the PCs were first lucky enough to kill the
  Derro scout team and foolish enough to continue
  onward, read the following:
  Having dealt with the Derro scout team, you
  continue to head deeper into Urgo's Mine. Soon,
  you see the tunnel you are travel in slope slightly
  upward into a cavern but your view is somewhat
  obscured.
  Located with this cavern is a larger Derro scout
  team. This is likely a battle the PCs cannot win
  especially with the combats they have already
  gone through and is expected as such. It is not
  intended that they continue past this location.
  The 
  arcane 
  spellcasters 
  will 
  attempt 
  to
  subdue the PCs with the use of their spells so
  they can be used as slaves.
  If any PC is captured, please make sure to
  note this on their log sheet and give them the
  appropriate cert.
  The cavern has does several other passages
  leading into it and you should feel free to throw
  more Derro at the PCs if they still continue to
  move deeper into the mine.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    7777))))
  Derro (8): CR 1; Medium-size Humanoid (dwarf);
  HD 1d8+1; hp 6 (each); Init +2 (Dex); Spd 20 ft.; AC
  16 (+3 studded leather, +1 buckler shield, +2 Dex);
  Atks -1 melee (1d4-1/19-20, dagger), +2 ranged, (1d8
  + poison/19-20, light crossbow); SA Poison; SQ
  Dwarven 
  traits, 
  Darkvision 
  30 
  ft., 
  Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +3, Ref +2,
  Will +0
  Str 9, Dex 14, Con 13, Int 10, Wis 10, Cha 6.
  Skills: Listen +1, Spot +1; Feats: Blind-Fight.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  Cabba and Dabba, male derro Sor3 (2): Medium-
  size Humanoid (dwarf); HD 3d4+9; hp 20 (each);
  Init +6 (Dex, Improved Initiative); Spd 20 ft.; AC
  12 (+2 Dex); Atks +0 melee (1d4-1, (19-20/crit x2),
  dagger); SQ Dwarven traits, Darkvision 30 ft.,
  Sunlight Vulnerability; SR 18; AL CE; SV Fort +4,
  Ref +3, Will +4
  Str 9, Dex 14, Con 16, Int 10, Wis 12, Cha 12.
  Skills: Concentration +6, Craft (Guide) +5,
  Knowledge (Arcana) +6, Knowledge (History) +3,
  Scry 
  +6, 
  Spellcraft 
  +6; 
  Feats: 
  Blind-Fight,
  Improved Initiative, Spell Focus (Enchantment).
  Spells Known (6/6; Spell DC = 10 + Spell
  Level): 
  0-lvl—d a z e, detect 
  magic, flare, read
  magic, 
  resistance; 
  1st-lvl—charm 
  person,
  hypnotism, sleep.
  Kiloy, male derro savant Sor5: Medium-size
  Humanoid (dwarf); HD 5d4+15; hp 30; Init +6
  (Dex, Improved Initiative); Spd 20 ft.; AC 12 (+2
  Dex); Atks +1 melee (1d4-1, (19-20/crit x2), dagger);
  SQ Dwarven traits, Darkvision 30 ft., Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +4, Ref +3,
  Will +5
  Str 9, Dex 14, Con 16, Int 10, Wis 13, Cha 14.
  
  Downward
  Page 14
  Skills: 
  Alchemy 
  +5, 
  Concentration 
  +8,
  Knowledge (Arcana) +8, Knowledge (History) +4,
  Scry 
  +8, 
  Spellcraft 
  +8; 
  Feats: 
  Blind-Fight,
  Improved Initiative, Spell Focus (Enchantment).
  Spells (6/7/4; Spell DC = 14 + Spell Level): 0-
  lvl—daze, detect 
  magic, flare, read 
  magic,
  resistance; 
  1st-lvl—charm 
  person, 
  hypnotism,
  mage 
  armor, shield, sleep; 2nd-lvl—protection
  from arrows, Tasha's hideous laughter
  Equipment: dagger
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    8888))))
  Derro Warriors Ftr3 (3): CR 3; Medium-size
  Humanoid (dwarf); HD 3d10+3; hp 24 (each); Init
  +6 (Dex, Improved Initiative); Spd 20 ft.; AC 16 (+3
  studded leather, +1 buckler shield, +2 Dex); Atks
  +3 melee (1d4/19-20, dagger), +5 ranged, (1d8 +
  poison/19-20, light crossbow); 
  SA Poison; 
  SQ
  Dwarven 
  traits, 
  Darkvision 
  30 
  ft., 
  Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +4, Ref +3,
  Will +1
  Str 10, Dex 14, Con 13, Int 10, Wis 10, Cha 6. 12
  Skills: Climb +3, Listen +3, Jump +5, Spot +3;
  Feats: 
  Alertness, 
  Blind-Fight, 
  Improved
  Initiative.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  Cabba and Dabba, male derro Sor3 (2): Medium-
  size Humanoid (dwarf); HD 3d4+9; hp 20 (each);
  Init +6 (Dex, Improved Initiative); Spd 20 ft.; AC
  12 (+2 Dex); Atks +0 melee (1d4-1, (19-20/crit x2),
  dagger); SQ Dwarven traits, Darkvision 30 ft.,
  Sunlight Vulnerability; SR 18; AL CE; SV Fort +4,
  Ref +3, Will +4
  Str 9, Dex 14, Con 16, Int 10, Wis 12, Cha 12.
  Skills: Concentration +6, Craft (Guide) +5,
  Knowledge (Arcana) +6, Knowledge (History) +3,
  Scry 
  +6, 
  Spellcraft 
  +6; 
  Feats: 
  Blind-Fight,
  Improved Initiative, Spell Focus (Enchantment).
  Spells Known (6/6; Spell DC = 10 + Spell
  Level): 
  0-lvl—d a z e, detect 
  magic, flare, read
  magic, 
  resistance; 
  1st-lvl—charm 
  person,
  hypnotism, sleep.
  Kiloy, male derro savant Sor5: Medium-size
  Humanoid (dwarf); HD 5d4+15; hp 30; Init +6
  (Dex, Improved Initiative); Spd 20 ft.; AC 12 (+2
  Dex); Atks +1 melee (1d4-1, (19-20/crit x2), dagger);
  SQ Dwarven traits, Darkvision 30 ft., Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +4, Ref +3,
  Will +5
  Str 9, Dex 14, Con 16, Int 10, Wis 13, Cha 14.
  Skills: 
  Alchemy 
  +5, 
  Concentration 
  +8,
  Knowledge (Arcana) +8, Knowledge (History) +4,
  Scry 
  +8, 
  Spellcraft 
  +8; 
  Feats: 
  Blind-Fight,
  Improved Initiative, Spell Focus (Enchantment).
  Spells (6/7/4; Spell DC = 14 + Spell Level): 0-
  lvl—daze, detect 
  m agic, flare, read 
  magic,
  resistance; 
  1st-lvl—charm 
  person, 
  hypnotism,
  mage 
  armor, shield, sleep; 2nd-lvl—protection
  from arrows, Tasha's hideous laughter
  Equipment: dagger
  Tier       3      (EL     13)   
  Derro Warriors Ftr6 (8): CR 6; Medium-Sized
  Humanoid (Dwarf); HD 6d10+12; hp 55 (each); Init
  +6 (Dex, Improved Initiative); Spd 20 ft.; AC 16 (+3
  studded leather, +1 buckler shield, +2 Dex); Atks
  +6/+1 melee (1d4/19-20, dagger), 
  +8/+3 ranged,
  (1d8 + poison/19-20, light crossbow); SQ Dwarven
  traits, Darkvision 30 ft., Sunlight Vulnerability;
  SR 18; AL CE; SV Fort +6, Ref +4, Will +2
  Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 6.
  Skills: Climb +3, Listen +4, Jump +7, Spot +4;
  Feats: Alertness, 
  Blind-Fight, 
  Dodge, Improved
  Initiative, Mobility.
  SA: Poison—The required Fortitude save is
  DC 14 with initial damage of 2d6 Strength points
  plus secondary damage of 2d6 Strength points.
  Equipment: 
  studded leather 
  armor 
  (each),
  buckler 
  shield 
  (each), 
  dagger 
  (each), 
  light
  crossbow plus 10 bolts.
  Cabba and Dabba, male derro Sor3 (2): Medium-
  size Humanoid (dwarf); HD 3d4+9; hp 20 (each);
  Init +6 (Dex, Improved Initiative); Spd 20 ft.; AC
  12 (+2 Dex); Atks +0 melee (1d4-1, (19-20/crit x2),
  dagger); SQ Dwarven traits, Darkvision 30 ft.,
  Sunlight Vulnerability; SR 18; AL CE; SV Fort +4,
  Ref +3, Will +4
  Str 9, Dex 14, Con 16, Int 10, Wis 12, Cha 12.
  Skills: Concentration +6, Craft (Guide) +5,
  Knowledge (Arcana) +6, Knowledge (History) +3,
  Scry 
  +6, 
  Spellcraft 
  +6; 
  Feats: 
  Blind-Fight,
  Improved Initiative, Spell Focus (Enchantment).
  Spells Known (6/6; Spell DC = 10 + Spell
  Level): 
  0-lvl—d a z e, detect 
  magic, flare, read
  magic, 
  resistance; 
  1st-lvl—charm 
  person,
  hypnotism, sleep.
  Kiloy, male derro savant Sor8: CR 8; Medium-size
  Humanoid (dwarf); HD 8d4+24; hp 45; Init +6
  (Dex, Improved Initiative); Spd 20 ft.; AC 12 (+2
  Dex); Atks +1 melee (1d4-1, (19-20/crit x2), dagger);
  SQ Dwarven traits, Darkvision 30 ft., Sunlight
  Vulnerability; SR 18; AL CE; SV Fort +5, Ref +6,
  Will +7
  Str 9, Dex 14, Con 16, Int 10, Wis 13, Cha 18.
  Skills: 
  Alchemy 
  +6, 
  Concentration 
  +11,
  Knowledge (Arcana) +11, Knowledge (Nature) +5,
  Knowledge (History) +11, Scry +8, Spellcraft +11;
  Feats: 
  Blind-Fight, 
  Improved 
  Initiative,
  Lightning Reflexes, Spell Focus (Enchantment).
  Spells (4/5/4/4/3; Spell DC = 14 + Spell Level):
  0-lvl—arcane 
  mark, d a z e, detect 
  magic, flare,
  mage 
  hand, 
  prestidigitation, 
  read 
  magic,
  resistance; 
  1st-lvl—charm 
  person, 
  hypnotism,
  magic 
  missile, shield, sleep; 2nd-lvl—protection
  from normal 
  missles, tasha's hideous 
  laughter,
  web; 
  3rd-lvl—hold 
  person, 
  s u g g estion, 
  4th-
  lvl—confusion.
  
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  Page 15
  Equipment: dagger
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11114444::::    GGGGrrrriiiicccckkkk    SSSSccccaaaavvvveeeennnnggggeeeerrrrssss
  This encounter should only be run, if the PCs did
  not complete Encounter 8.
  Heading back toward the surface, you encounter
  nothing during your trek through natural part of
  the caves. As you come to the area where you had
  fought the goblins, you notice a (several) three-
  foot cylindrical dark bodied creature scouting the
  area. The four tentacles protrude from above its
  (their) mouth. The creature(s) is (are) blocking
  your path out and you can see that it has (they
  have) now noticed your presence.
  The gricks are searching the area 
  where 
  the
  goblins were killed. If the goblin bodies were left
  here, they are now gone having been eaten by the
  gricks.
  The grick will attack one PC until they are
  dead and attempt to escape. If this is not possible,
  it will attack until killed.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Grick (1): hp 9, See Monster Manual, page 112.
  Tier       2      (EL      5)   
  Grick (2): hp 9 each, See Monster Manual, page
  112.
  Tier       3      (EL      7)   
  Grick (4): hp 9 each, See Monster Manual, page
  112..
  There is nothing of interest here besides the
  route out of Urgo's Mine.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11115555::::    RRRReeeettttuuuurrrrnnnn    ttttoooo    LLLLoooocccccccc
  Leaving Urgo's Mine, you make your way back to
  Locc. You can only wonder what else lies deep
  within that place. Perhaps, one day you will found
  out, but that will come another day.
  The PCs will enter nothing during their return to
  Locc.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  EEEEnnnnddddiiiinnnngggg    AAAA
  If the PCs did not retrieve any slaves or any
  ingredients to the antidote for the Derro poison,
  read the following:
  You return to see Locc, he is saddened that your
  mission has been unsuccessful. He thanks you for
  your help and wishes you well.
  The PCs will receive nothing save a free night at
  the Badgers Refuge Tavern and Inn.
  Ending      B
  If the PCs saved either (or both) the slaves and
  find the ingredients to the antidote for the Derro
  poison, read the following:
  You return to see Locc. He is pleased by your
  (partial) success.
  Locc will give the PCs a wand of cure light
  wounds (40 charges) plus a single dose of a derro
  poison 
  antidote 
  (if 
  the 
  ingredients 
  were
  returned).
  The PCs will also be given 50 sp each if they
  were able to save the slaves and return 
  the
  ingredients for the antidote. Additionally, Locc
  gives you his personal recommendation to join
  the Mine Rangers, a special organization 
  that
  serves in the protection and investigation of the
  mines of the Principality of Ulek. The use of this
  recommendation 
  will 
  appear 
  at 
  a 
  future
  interactive 
  or scenario. The full benefits 
  and
  responsibilities will be detailed at that time but
  some additional prerequisites will also need to be
  met before the PC can officially join.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying 
  experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter Five:
  Defeating goblins
  100 xp
  Encounter Six:
  Searching for clues before continuing farther
  25 xp
  Encounter Eight:
  Defeating gricks
  50 xp
  Encounter Nine:
  Defeating gray ooze
  25 xp
  Encounter Ten:
  Defeating Derro
  50 xp
  Encounter Eleven:
  
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  Page 16
  Defeating Derro
  50 xp
  Freeing slaves
  25 xp
  Retrieving vegetation for antidote (but must be
  returned to Locc
  25 xp
  Encounter Twelve:
  Defeating Derro
  100 xp
  Encounter Fourteen:
  Defeating gricks
  50 xp
  Role-Playing Experience:
  0-50 xp
  Total Possible Experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter 5
  • 
  5 suits of goblin sized studded leather (Value
  25 gp each)
  • 
  5 javelins (Value 1 gp each)
  • 
  5 morning stars (Value 8 gp each)
  • 
  87 sp
  Encounter 10
  • 
  3 suits of Derro sized studded leather (Value
  25 gp each)
  • 
  3 buckler shields (Value 16 gp each)
  • 
  3 daggers (Value 2 gp each)
  • 
  3 light crossbow (Value 35 gp each)
  • 
  30 crossbow bolts (Value 3 gp each)
  Encounter 11
  • 
  6 suits of Derro sized studded leather (Value
  25 gp each)
  • 
  6 buckler shields (Value 16 gp each)
  • 
  6 daggers (Value 2 gp each)
  • 
  6 light crossbow (Value 35 gp each)
  • 
  60 crossbow bolts (Value 3 gp each)
  Encounter 12:
  • 
  4 suits of Derro sized studded leather (Value
  25 gp each)
  • 
  4 buckler shields (Value 16 gp each)
  • 
  7 daggers (Value 2 gp each)
  • 
  4 light crossbow (Value 35 gp each)
  • 
  40 crossbow bolts (Value 3 gp each)
  Encounter 13
  • 
  6 suits of Derro sized studded leather (Value
  25 gp each)
  • 
  6 buckler shields (Value 16 gp each)
  • 
  9 daggers (Value 2 gp each)
  • 
  6 light crossbow (Value 35 gp each)
  • 
  60 crossbow bolts (Value 3 gp each)
  Conclusion:
  • 
  Wand of cure light w o u n d s - 50 charges (Value
  750 gp, weight 1/10 lb.): This six-inch wand is
  made out of oak.  It holds fifty charges of cure
  light w o u n d s cast at 1 st level.
  • 
  Derro poison antidote (Value 75 gp, weight
  1/10 lb.): Locc, a gnome wizard whom you
  aided, made this special antidote. Drinking it
  cures 
  1d4 points 
  of temporary 
  Strength
  ability damage (in the same way that a l e s s e r
  restoration spell cast by a 3rd-level cleric
  does), but only does so if the damage was
  done by a poisons of Derro make. It does not
  cure damage, or neutralize 
  the effects 
  of
  other poisons. The antidote spoils if not used
  by 5/31/02.
  IF both the slaves and ingredients were returned:
  • 
  Recommendation for the Mine Rangers: Locc,
  a gnome wizard, has given you his personal
  recommendation to join the Mine Rangers, a
  special 
  organization 
  that 
  serves 
  in 
  the
  
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  Page 17
  protection and investigation of the mines of
  the Principality of Ulek.  The use of this
  recommendation 
  will appear 
  at a future
  interactive or scenario.  The full benefits and
  responsibilities will be detailed at that time
  but some additional prerequisites 
  will also
  need to be met before the PC can officially
  join.
  • 
  50 sp each
  IF any PC was captured by the Derro:
  Derro Slave: The PC listed 
  above 
  has 
  been
  captured by the Derro in Urgo's Mine.  They are
  out-of-play until future notice.  When the PC is
  rescued, details of the results will be listed in the
  future scenario along with an additional 
  cert.
  Additionally, to aid the Principality of Ulek Triad,
  please write fltriad@aol.com and let them know
  what has happened to your PC. Please include
  your real name, RPGA number, PC's name, class,
  level and any additional relevant information.
  
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  Page 18
  DDDDM
  M
  M
  M    AAAAiiiidddd    ####1111        ((((M
  M
  M
  Maaaapppp    ooooffff    UUUUrrrrggggoooo''''ssss    M
  M
  M
  Miiiinnnneeee))))
  
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  Page 19
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####1111
  ((((LLLLoooocccccccc''''ssss    M
  M
  M
  Maaaapppp    ooooffff    DDDDiiiirrrreeeeccccttttiiiioooonnnnssss    ttttoooo    UUUUrrrrggggoooo''''ssss    M
  M
  M
  Miiiinnnneeee))))
  
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  Page 20
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####2222        ((((LLLLoooocccccccc''''ssss    M
  M
  M
  Maaaapppp    ooooffff    UUUUrrrrggggoooo''''ssss    M
  M
  M
  Miiiinnnneeee))))
  
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  Page 21
  SSSSTTTTOOOORRRRYYYY    SSSSUUUUM
  M
  M
  MM
  M
  M
  MAAAARRRRYYYY    ffffoooorrrr    uuuusssseeee    aaaatttt    OOOOaaaassssiiiissss    11114444....
  Please fill out the following and return to Christopher Reed at 6245 Westgate Drive;
  Apartment #1905; Orlando, FL 32835.
  1. Did the PCs save the slaves?
  YES
  NO
  2. Did the PCs get the ingredients for the Derro poison antidote?
  YES
  NO
  3. Which conclusion did you use?
  A
  B
  4. Which PC received the Wand of Cure Light Wounds?
  Real Name:
  PC Name:
  RPGA #:
  _________________________________________________________
  5. Which PC received an application of Derro Poison Antidote?
  Real Name:
  PC Name:
  RPGA #:
  _________________________________________________________
  6. Did any PCs receive the recommendation to the Mine Rangers?
   
  YES
  NO
  a) 
  If so, who?
  Real Name:
  PC Name:
  RPGA #:
  _________________________________________________________
  _________________________________________________________
  _________________________________________________________
  _________________________________________________________
  _________________________________________________________
  _________________________________________________________
  _________________________________________________________
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/ULP (Principality of Ulek)/ULP1-04 Downward (3E).pdf