TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  ULP3-03 
   
   
   
   
   
   
  Even Further Downward 
   
  A Two-Round Continuous D&D LIVING GREYHAWK
  ®  
  Principality of Ulek Regional Adventure 
  Version 1.1 
   
  by Christopher Reed 
   
   
  You are asked to go deeper into Urgo’s Mine, an abandoned mine in the Lortmil Hills.  A two-round continuous 
  Principality of Ulek regional adventure for APLs 4-12. 
  
  ULP3-03 Even Further Downward 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  
  ULP3-03 Even Further Downward 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. 
   If players do not have 
  a 
  LIVING 
  GREYHAWK 
  character generated, 
  get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character generation 
  guidelines, 
  and 
  a 
  character sheet from 
  your 
  convention 
  coordinator or the 
  RPGA Web site, ant 
  then have any players 
  without a character 
  create on.  Once all 
  players 
  have 
  a 
  LIVING 
  GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are 
  given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as 
  challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Principality of Ulek.  Characters native to the 
  Principality of Ulek pay one Time Unit per round, all 
  others pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
   
  
  ULP3-03 Even Further Downward 
   
  Page 4 
  Adventure Summary and 
  Background 
  This is the twenty-third scenario for the Principality of 
  Ulek in the RPGA Living Greyhawk Campaign. Below is 
  some general background information. 
  • 
  While a dwarf rules the Principality of Ulek, and all 
  of the nobles are dwarves, the Principality consists of 
  more humans than any other race. 
  • 
  The Principality of Ulek is presently at war with the 
  Pomarj and especially those under the command of 
  an unknown creature known as the Warlord. The 
  territory east of the Lortmil Hills is currently 
  contested, and a large number of the Principality of 
  Ulek's residents, have been forced to flee their 
  homes due to the humanoid invaders of the Pomarj. 
  • 
  The Pomarj is a humanoid state, composed mainly of 
  orcs, goblins, and the like. 
  The PCs begin the adventure having just entered the 
  gnomish village of Treehome.  Treehome lies in the 
  northern portion of the Principality of Ulek on the edge 
  of the Lortmil Hills.  Parts of ULP1-04 Downward took 
  place here. 
  In ULP1-04 Downward, several adventurers learned 
  about the presence of a group of Derro of unknown size 
  in a place called Urgo’s Mine. Several of the Derro’s slaves 
  (three dwarfs and one gnome) were freed. The gnome, 
  Dimble “Cloak” Beren, is a member of the Mine Rangers, 
  a special organization that serves in the protection and 
  investigation of mines within the Principality of Ulek. 
  The Derro have also set up an alliance with a tribe of 
  goblins, known as the Dark Ones, who are under the 
  Warlord's control. The goblins are to provide the Derro 
  protection, while the Derro supply items to help the 
  goblin’s tribe. The goblins have also been supplying the 
  Derro with a number of slaves, especially human and 
  dwarven ones. 
  Currently, the Derro are seeking to expand their area of 
  control and are using the goblins as a buffer between 
  them and the surface dwellers. Additionally, the Derro 
  are working on several monstrous creations and hope to 
  use these to aid their cause. 
  In ULP2-02 Further Downward, several adventurers 
  continued further into Urgo's Mine.  While they were 
  able to gather more ingredients for the Derro poison 
  antidote and some valuable information, they were 
  unable to free any slaves.  This unsuccessful mission is 
  now the task the PCs are asked to do by Dimble “Cloak” 
  Beren. 
  Meanwhile, the Derro have completed construction of 
  several monstrous creatures (flesh golems and half-flesh 
  golems) plus captured and contained several rust 
  monsters along with a lavish amount of slaves.  Some of 
  these slaves are PCs who were captured in previous 
  scenarios. 
  The PCs start the adventure having just entered the 
  gnomish village of Treehome, at a late afternoon hour.  
  Mine Ranger PCs have been summoned to Treehome as 
  part of their organizational duty.  The Badgers Refuge 
  Tavern and Inn is an obvious place the PCs could go for 
  an evening meal, a place to rest for the day and/or 
  converse with a number of other folks. 
  At the Badgers Refuge Tavern and Inn is Dimble “Cloak” 
  Beren, a member of the Mine Rangers.  He first 
  converses with Mine Ranger PCs then asks those he 
  remembers (those who already have a Recommendation 
  of the Mine Rangers cert) about (another) possible 
  mission.  Next, he gathers several others he deems might 
  be helpful to the mission.  Once Dimble has gathered 
  each of the PCs, he informs them that he has been 
  requested to seek several heroes and ask them to go 
  (return) to Urgo’s Mine, where the Derro currently 
  reside, and go deeper into the caverns to free numerous 
  slaves that the Mine Rangers believe are currently being 
  held by the Derro. 
  In the morning the PCs head out to Urgo’s Mine.  They 
  arrive without any complications. 
  At the entrance to the cave leading to Urgo’s Mine, the 
  PCs could find there has been some activity here.  Both 
  goblin-sized and human-sized footprints can be found.  
  The goblins that once resided here had a deal with the 
  Derro to guard the entrance but were captured (or killed 
  off) by a small group of Slavers. 
  Entering the cave and proceeding downward, the PCs 
  find a small room with signs of several battles (from past 
  scenarios) including bits of bone and flesh. 
  Proceeding further, the PCs finally reach the first major 
  intersection.  The map given to them by Dimble indicates 
  for them to proceed to the left.  If the PCs go to the right, 
  they have the possibility of encountering a former grick 
  lair and/or a gray ooze hidden within a huge cavern. 
  Heading down the left tunnel from the first major 
  intersection, the PCs who have played either ULP1-04 
  Downward or ULP2-02 Further Downward might 
  expect to encounter several Derro guards.  However, the 
  Derro have moved back some of their exterior guard 
  posts due to the advances of the adventurers in past 
  scenarios. 
  
  ULP3-03 Even Further Downward 
   
  Page 5 
  Moving onward, the PCs might discover, depending on 
  how they proceed, that the cultivated plants and mosses 
  that once grew in one cavern have been burned and 
  killed beyond the ability to revive them even through the 
  strongest magic.  With several of the plants and mosses 
  being an ingredient for an antidote to the Derro's poison, 
  the Derro opted to destroy them when they moved back 
  some of their exterior guard posts. 
  If the PCs continue forward, they finally come upon an 
  open area with four possible tunnels to continue down.  
  Using the map provided to them by Dimble, the PCs 
  should continue to follow the desired route.  Deciding to 
  go off the path to investigate, not heeding Dimble’s 
  advice, the PCs encounter one (or more) Umber Hulks.  
  This encounter is to teach players that advice is often not 
  to be taken lightly. 
  Moving along on the path, the PCs come to yet another 
  area where the tunnels split.  The PCs encounter several 
  Derro guards ready with repeating crossbows.  Behind 
  the Derro guards are three tunnels.  The left tunnel leads 
  to where the Derro dump their refuse.  The center tunnel 
  leads the PCs to the home of several shriekers plus 
  numerous violet fungi.  The PCs should realize that the 
  Derro could not continue on this path without dealing 
  with the shriekers and violet fungi.  The PCs can, of 
  course, continue onward if they so desire, but they 
  encounter nothing noteworthy.  Meanwhile, the right 
  tunnel leads the PCs closer to the Derro. 
  After bypassing two known Derro traps, the PCs run into 
  another split in the tunnel with three different routes to 
  choose from.  Heading down the left tunnel leads the 
  PCs to a lair of hungry hook horrors.  Heading down the 
  center tunnel leads the PCs to a flock of stirges.  Heading 
  down the right-most tunnel leads the PCs into another 
  encounter with several Derro guards and a spell-casting 
  conjurer Derro.  All three tunnels then converge again 
  into one main tunnel. 
  This main tunnel takes the PCs to the underground 
  Derro city.  Once there, a strange voice fills their head.  A 
  mind flayer (illithid), with several grimlock guards, seeks 
  to speak with the PCs.  The mind flayer is willing to give 
  the PCs information on the location of the Derro slaves 
  but only in return for a future favor.  The mind flayer also 
  has information on where the PCs could gain ingredients 
  for a Derro antidote but explains they must focus on their 
  current task (free the slaves) and that the ingredients will 
  need to wait for another day (a future Principality of Ulek 
  scenario).  This is intended to be a role-playing encounter 
  where the PCs either accept the mind flayer's agreement 
  or decide to head back to the surface.  The PCs could opt 
  to foolishly attack the mind flayer and his well-trained 
  grimlock guards.  This will lead to a difficult combat and 
  will have permanent negative implications. 
  If the PCs make an agreement with the mind flayer, they 
  are directed to a side cave.  During their nerve-wracking 
  trek there, they encounter nothing. 
  The PCs eventually arrive at the cave entrance the mind 
  flayer spoke off.  It is guarded by a magic trap that 
  activates to those who passing it without speaking the 
  magical word. 
  Inside the cave are several Derro guards that the PCs 
  must quickly dispatch before more Derro guards enter 
  the fray.  Behind the Derro guards, deeper in the cave are 
  three contained areas.  The first hosts several rust 
  monsters, the second several unfortunate dwarfs who 
  have been experimented on and turned into half-flesh 
  golems and the third which houses several flesh golems.  
  The latter group is guarding the Derro prisoners the PCs 
  seek. 
  Once the PCs have freed the slaves, they hopefully are 
  able to escape from the Derro. 
  NOTE: This adventure is a Mine Ranger mission. 
  Introduction 
  Before starting the adventure, check to see which PCs are 
  members of the Mine Ranger Principality of Ulek meta-
  gaming organization.  Give those PCs Player Handout 
  #1.  Once they, if any, have been given a chance to read 
  the handout, continue with the following: 
  The past year within the Principality of Ulek has not 
  gone well.  While the Royal Army was able to hold off 
  the first aggressive push by the creature known only 
  as the Warlord a year ago, the second offensive was 
  more then they could handle.  Thus, travel along the 
  eastern edge of the Lortmil Hills is now extremely 
  dangerous and avoided whenever possible due to 
  possible attacks and/or raids. 
  Thus, you have made your way along an alternative 
  route that leads through the gnomish village of 
  Treehome.  It is in the late afternoon hours that you 
  approach Treehome.  After passing the gnomish 
  guards patrolling the village's parameter, you realize 
  that this would be a good place to rest for the evening 
  before heading onward. 
  The gnomish village of Treehome contains an odd 
  assortment of underground and above ground dwellings. 
   The most notable place to eat and rest for the evening is 
  the Badgers Refuge Tavern and Inn. 
  
  ULP3-03 Even Further Downward 
   
  Page 6 
  Encounter One: Treehome 
  Allow the PCs to briefly room the gnomish village of 
  Treehome.  The PCs have the opportunity to visit the 
  following shops: 
  � Doubleshot's Delicious Drinks 
  � Fonkin Fumbleberry Folkor's Fabulous War Gizmos 
  � Niddle Namfoodle Nack-Nack Nee Noodle Ningel's 
  Gems and Jewels 
  � Addy Argo Apper Ashheart's Alchemy Items 
  Dusk quickly arrives and with it many of the shops close 
  for the evening due to the mandatory curfew.  The 
  curfew has been placed due to the war with the Warlord 
  and Pomarjian forces, the nearby Derro and a number of 
  neighboring villages having mysteriously turned up 
  empty. 
  Doubleshot's Delicious Drinks 
  Deebo "Doubleshot" Daergel runs this liquor store.  He is 
  a quite energetic, bouncing around as he speaks with a 
  potential customer.  He also loves to play jokes on folks.  
  If asked about recent events, he informs the PCs that the 
  last shipment of goods is now a week overdue.  He 
  deduces that forces under the Warlord’s control 
  overcame the caravan. 
  The store is set within a large burrow in the side of an 
  average-sized hill within Treehome.  The smell of alcohol 
  assails anyone's nose that enters this establishment. 
  Various beers, ales and meads can be purchased here 
  ranging from 2 gp per gallon (cheap or weak) to 5 gp per 
  gallon (good or strong).  Deebo also has six gallons of 
  gnome golden light beer (10 gp per gallon) along with 
  twelve bottles of mushroom wine (100 gp per bottle).  
  These last two items appear on this adventure's AR (see 
  the Treasure Summary). 
  � Deebo "Doubleshot" Daergel, Merchant: male 
  gnome Exp4; Alchemy +10, Gather Information +7, 
  Innuendo +5, Knowledge (Geography) +5, Knowledge 
  (History) +5, Knowledge (Local) +5, Knowledge (Nature) 
  +6, Listen +7, Perform (Dance) +5, Profession (Brewer) 
  +8; speaks Gnome, Common, Dwarven, Halfling. 
   
  Description: Deebo is a young gnome having just 
  reached adulthood (40 years old).  He stands a hair over 3 
  feet tall and weighs 40 pounds.  His has dark tan skin and 
  dark blue eyes.  He wears a finely decorated outfit of 
  earth tone color.  He is a quite energetic, bouncing 
  around as he speaks with a potential customer.  He also 
  loves to play jokes on folks. 
  Fonkin Fumbleberry Folkor's Fabulous War 
  Gizmos 
  Fonkin Fumbleberry Folkor runs this weapon's store.  He 
  is utterly obsessed with weapons, not with the pain and 
  death they cause, but about the weapons themselves.  If 
  asked about recent events, he informs the PCs that sales 
  have been good, as several local gnomes have purchased 
  weapons before going to enlist in the Royal Army. 
  The store is within a sizable burrow in the side of a small 
  hill within Treehome.  The smell of oil and grease assails 
  anyone's nose that enters this establishment. 
  Any simple or martial weapon from the Player's 
  Handbook is available here along with the following 
  items (these four items appear on this adventure's AR, see 
  the Treasure Summary): 
  � +1 light crossbow of exhausting 
  � Gnome Battlepick 
  � Gnome Calculus 
  � Gnome Crossbow Sight 
  � Fonkin Fumbleberry Folkor, Merchant: male 
  gnome Exp4; Alchemy +10, Gather Information +7, 
  Innuendo +5, Knowledge (Geography) +5, Knowledge 
  (History) +5, Knowledge (Local) +5, Knowledge (Nature) 
  +6, Listen +7, Perform (Dance) +5, Profession (Brewer) 
  +8; speaks Gnome, Common, Dwarven, Halfling. 
   
  Description: Fonkin is a gnome of just over 100 years 
  old.  He is nearly 3 1/2 feet tall and quite bulky.  His has 
  dark tan skin and medium blue eyes.  He wears a leathery 
  outfit.  He is utterly obsessed with weapons, not with the 
  pain and death they cause, but about the weapons 
  themselves. 
  Niddle Namfoodle Nack-Nack Nee Noodle 
  Ningel's Gems and Jewels 
  Niddle Namfoodle Nack-Nack Nee Noodle Ningel runs 
  this gem and jewels shop.  Niddle is quite proud of his 
  gnomish name.  But he is always willing to add to it.  He 
  greatly covets gems and jewels of all types.  He gained a 
  number of his current collection from his adventuring 
  days but has long since retired. 
  The store is within a small burrow in the side of an 
  average-sized hill (the same one as Doubleshot's 
  Delicious Drinks) within Treehome. 
  Gems and jewels of various prices (up to 5,000 gp) can be 
  found here.  Additionally, he has the one bead of force for 
  sale (DMG price). 
  
  ULP3-03 Even Further Downward 
   
  Page 7 
  � Niddle Namfoodle Nack-Nack Nee Noodle Ningel, 
  Merchant: male gnome Ill4; Alchemy +10, Gather 
  Information +7, Innuendo +5, Knowledge (Geography) 
  +5, Knowledge (History) +5, Knowledge (Local) +5, 
  Knowledge (Nature) +6, Listen +7, Perform (Dance) +5, 
  Profession (Brewer) +8; speaks Gnome, Common, 
  Dwarven, Halfling. 
   
  Description: Niddle is a 200 year-old gnome.  He is 
  two inches over three feet tall and slightly chunky.  He 
  has dark tan skin and light blue eyes.  He wears a 
  wonderfully decorated outfit of earth tone color with 
  several fine gems woven into it. Niddle is quite proud of 
  his gnomish name.  But he is always willing to add to it.  
  He greatly covets gems and jewels of all types.  He gained 
  a number of his current collection from his adventuring 
  days but has long since retired. 
  Addy Argo Apper Ashheart's Alchemy Items 
  Addy Argo Apper Ashheart runs this alchemy shop.  
  Addy loves to make and create various alchemy items.  
  Everything he sells, he has personally made.  He learned 
  several of his alchemy secrets from his father and has 
  passed them onto his son, Oddo, who helps Addy run the 
  shop. 
  The store is a deep burrow on the side of a large hill on 
  the edge of Treehome.  The walls are charcoal colored 
  and burnt, due to projects or experiments that have 
  gotten out of hand. 
  Currently, only Addy is at the shop.  Any special 
  substances and items from the PH can be purchased here. 
   If asked about other alchemy items, he informs the PCs 
  that he does not have such item now but might in the 
  coming months. 
  � Addy Argo Apper Ashheart Ningel, Merchant: male 
  gnome Exp10; Alchemy +19, Craft (pottery) +15, Craft 
  (sculpture) +7, Craft (stonemasonry) +4, Decipher Script 
  +7, Disable Device +7, Gather Information +13, 
  Knowledge (nature) +9, Listen +4, Open Lock +5, 
  Profession (herbalist) +5, Sense Motive +13; speaks 
  Gnome, Common, Draconic, Dwarven, Elven, Giant, 
  Goblin, Halfling, Kobold, Orc. 
   
  Description: Addy is a 350 year-old gnome.  He is a 
  hair short of three feet tall and resembles a walnut due to 
  his round size and woody brown skin.  His eyes are a fair 
  blue.  His plain earthly toned clothes are covered in soot 
  from his work. Addy loves to make and create various 
  alchemy items.  Everything he sells, he has personally 
  made.  He learned several of his alchemy secrets from his 
  father and has passed them onto his son, Oddo, who 
  helps Addy run the shop. 
  Encounter Two: Badgers Refuge 
  Tavern and Inn 
  When the PCs go to the Badgers Refuge Tavern and Inn, 
  continue with the following: 
  Approaching the Badgers Refuge Tavern and Inn, it 
  looks to be a most welcoming sight, if a bit odd.  The 
  lower portion of the building seems rather normal 
  but its upper stories sit up within three large trees 
  that are intertwined.  There are wooden walkways and 
  steps that lead up from the main building into the 
  small buildings that you guess are rooms for guests.  
  This seems peculiar, as these three trees are the only 
  large trees in the area. 
  As you enter the establishment, you see a beautiful 
  young half-elf gracefully waiting on the patrons here 
  while a tall gnome, likely the owner of the tavern, 
  managing the affairs of the place. 
  Allow the PCs to role-play with the NPCs noted below 
  (Tavern Workers) along with the common patrons who 
  supply the rumors (noted below). 
  Those PCs who have played ULP2-02 Further 
  Downward should make a Spot check (DC 10) to notice 
  Dimble “Cloak” Beren, a gnomish member of the Mine 
  Rangers, a special organization that serves in the 
  protection and investigation of mines within the 
  Principality of Ulek.  Players who played the ULP1-04 
  Downward may remember Dimble, having saved him 
  from the Derro located in Urgo’s Mine.  Players who 
  played ULP2-02 Further Downward should remember 
  Dimble, as it was him who requested they investigate 
  further into Urgo's Mine.  Dimble remembers any Mine 
  Ranger PCs or those who have a Recommendation of the 
  Mine Rangers cert, and seeks their aid first for an 
  upcoming mission. 
  Dimble informs each of the PCs that the Mine Rangers 
  requested that he seek several heroes and ask them to go 
  (return) to Urgo’s Mine, where the Derro currently 
  reside. They'll be going deeper into the caverns and 
  tunnels to free the slaves currently held by the Derro.  If 
  the PCs are also able to harvest a certain type of purplish-
  fluorescent moss that is an ingredient for a known Derro 
  poison antidote (as noted on Player Handout #3) and 
  gather more information on the Derro, that would prove 
  helpful but is not the main objective of their mission. 
  Dimble provides the PCs with three maps (give the 
  players Player Handout #2, #3, and #4); one has the 
  location of Urgo’s Mine, while the other two maps 
  provide some details of the mines themselves including 
  the location of the purplish-fluorescent moss, the 
  
  ULP3-03 Even Further Downward 
   
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  direction that they should take through the tunnels plus 
  several traps the Derro have set. 
  Treasure: Additionally, he provides the PCs with six 
  sunrods and six doses of Enhanced Derro Poison 
  Antidote (see the Treasure Summary). 
  APL 4: L: 78 gp; C: 0 gp; M: o gp. 
  APL 6: L: 78 gp; C: 0 gp; M: o gp. 
  APL 8: L: 78 gp; C: 0 gp; M: o gp. 
  APL 10: L: 78 gp; C: 0 gp; M: o gp. 
  APL 12: L: 78 gp; C: 0 gp; M: o gp. 
  If asked about payment, he has nothing to offer save the 
  sunrods and Antidote that might benefit the PCs in the 
  mission.  He states that he will gladly put in a good word 
  for them with the Mine Rangers however. 
  If asked about Locc Bloomgem, the gnome who asked 
  several heroes to first enter Urgo’s Mine in ULP1-04 
  Downward, Dimble explains that the cultists of the Earth 
  Dragon have been searching for him (as seen in ULP1-07 
  Spyder’s Quest).  He is still in hiding, thus his aid is 
  currently not available. 
  If asked about Locc’s grandson Ebernie, Dimble explains 
  that he is with his grandfather Locc. 
  If the PCs accept the mission, Dimble conveys to them 
  that he has taken care of their food and sleeping 
  arrangements for the evening. He suggests they leave in 
  the morning after a night of rest. 
  Any PC that stays in the tavern to learn of any rumors 
  and uses the Gather Information skill has the 
  opportunity (DC 10) to learn of some gossip. For every 
  two over a PC gets on their check, allow them an extra 
  roll on the following chart (re-roll any duplicates): 
  1. 
  The Derro from Urgo's Mine are still gathering 
  slaves for their malevolent experiments.  (True) 
  2. 
  The Dark Ones, a local goblin tribe under the control 
  of the Warlord, are supplying slaves to the Derro.  
  (True) 
  3. 
  The Derro are planning to help the Warlord invade 
  the Principality of Ulek taking control from the 
  young Prince Corond.  (Unconfirmed) 
  4. 
  Prince 
  Olinstaad 
  Corond’s 
  son 
  is 
  really 
  a 
  doppelganger.  (False) 
  5. 
  Several villages have been utterly destroyed by the 
  raging humanoids under the Warlord's control.  
  (True) 
  6. 
  The bodies of the fallen from varies battles between 
  the Principality of Ulek and the Warlord's 
  humanoids have been collected by those loyal to the 
  Warlord.  (True) 
  7. 
  Several merchant caravans have been attacked and 
  enslaved, being hauled into the Pomarj to be used as 
  slaves.  (Unconfirmed) 
  8. 
  A small little unusual looking human man has been 
  inquiring about a legendary warhammer with a bane 
  against dragons.  (True) 
  9. 
  Young Prince Volimar is planning on increasing the 
  War Tax due to several losses sustained by the Royal 
  Army.  (False) 
  10. Former Prince Olinstaad was seen alive at both 
  battles known as the Invasions of the Lortmils.  
  (Unconfirmed) 
  TAVERN WORKERS: 
  � Olenn Greeneye, Tavern Owner: 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. 
   
  Description: Olenn, a tall gnome, is the owner of the 
  tavern.  He wears a green apron over his black breeches 
  and shirt, which match his emerald green eyes.  He has a 
  confident look about him and an ever-watchful eye for 
  trouble. 
  � Imma Greeneye: female gnome Com1; Craft 
  (weaving) +4, Listen +2, Profession (innkeeper) +4, Spot 
  +2. 
   
  Description: 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. 
   
  Description: Umara is the daughter of Olenn and 
  Imma.  She is quite young, only having been able to walk 
  for several years now.  Despite this, she often tries to help 
  out whenever possible especially if it involves animals. 
  � Tragie Aurgite: female half-elf Rgr1; Animal Empathy 
  +4, Handle Animal +4, Intuit Direction +2, Ride +2, Swim 
  +2, Use Rope +2. 
   
  Description: Tragie is the tavern's waitress.  She is a 
  beautiful young half-elf who has been working for Olenn 
  for nearly four years now.  She is intent on learning more 
  from 
  both 
  Olenn 
  and 
  Rathus, 
  especially 
  their 
  adventurers and past travels, as she hopes to start an 
  adventuring career of her own one day. 
  � Rathus Kilnor: male human Ftr3; Climb+2, Handle 
  Animal +3, Jump +2, Ride +3, Profession (cook) +6, Swim 
  +2. 
  
  ULP3-03 Even Further Downward 
   
  Page 9 
   
  Description: Rathus is an aging human male, who 
  used to adventure with Olenn back when they were both 
  younger.  He has the reputation of making anything taste 
  good with his specialty being roast boar with thick gravy. 
  Encounter Three: Trek to Urgo’s 
  Mine 
  You are awoken by the smells of maple syrup and 
  fresh berries.  After readying yourself for the day, you 
  are able to finally feast upon the hot morning meal. 
  Soon you realize it is time to depart for Urgo's Mine 
  and begin freeing the slaves from the grasp of the 
  Derro that reside there. 
  Following the first map given to you by Dimble, your 
  trip takes you two days and into the northeast portion 
  of the Province of Corond.  Surprisingly, you 
  encounter no resistance as you near your destination, 
  not even a band of goblin scouts that have been 
  rumored to be in the area. 
  Allow the players to take any precautions before 
  continuing with the next encounter. 
  Encounter Four: Urgo’s Mine 
  Coming to the entrance of Urgo’s Mine, you see that 
  the front area has been cleared but appears to be 
  unguarded. 
  Determine what the PCs are doing at this point.  A PC 
  with the Track feat that makes a successful Wilderness 
  Lore check (DC 13) finds several goblin-sized footprints 
  that appear to lead into the mine. The footprints were 
  made several days ago.  Those with the Track feat that 
  makes a successful Wilderness Lore check (DC 18) 
  discover several human-sized footprints that have been 
  hastily covered up.  A PC can also make a Search check at 
  the same DCs above to notice the tracks, but will not be 
  able to follow them or identify them. 
  The goblin footprints came from goblins of the Dark 
  Ones tribe, who were guarding the passageway further 
  down (Encounter Five).  However, they were captured 
  (or killed off) by a small group of human loyal to the 
  Pomarj, who created the other footprints.  The specific 
  details on why they enslaved these goblins will be 
  revealed sometime in the future. 
  The entrance to the mine is roughly ten feet wide and 
  about eight feet high.  With the exception of the 
  vegetation cavern, detailed later in the adventure, little 
  plant life exists in the tunnels the PCs are traveling 
  through, thus the use of the entangle spell and other 
  plant spells will prove unsuccessful. 
  When the PCs decide to enter the mine, make sure to get 
  a marching order, then continue with the next 
  encounter. Please use the maps in DM Aids #1, #2, and 
  #3 as a reference for this and future encounters. 
  Encounter Five: The Dead 
  Entering the dark interior of the dwarven crafted 
  mineshaft; you see a long tunnel that slopes slightly 
  downward. 
  Anyone looking for additional tracks notices that the 
  wooden rails used to assist with getting the mine carts to 
  the mine's entrance are now cracked, rotting, and broken; 
  pieces littering the floor here and there. It is quite 
  obvious that these rails have not been used in some time. 
  The tunnel continues for several hundred yards. Every 
  fifty yards or so, it levels off where several metal rings can 
  be found in the 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 ensure that the cart did not get away 
  and roll back down the tunnel. 
  The tunnel leads, after about thirty minutes, 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 ore they 
  found in the mine. Within the room are the naked bodies 
  of three goblins (from the Dark Ones tribe).  Two goblins 
  have wounds from a pick and this fact can be determined 
  with a successful Heal check (DC 5), Wilderness Lore 
  (DC 5) or an appropriate Profession check (DC 10). 
  There are also bloodstains and bone fragments from a 
  choker and several gricks who once resided here but 
  were killed by a group of adventurers who previously 
  came through this tunnel.  PCs with the Track feat that 
  make a successful Wilderness Lore check (DC 30) 
  discover several human-sized footprints that have been 
  hastily covered up.  A PC can also make a Search check at 
  the same DCs above to notice the tracks, but will not be 
  able to follow them or identify them. 
  Nothing else of interest or value lies here. 
  Encounter Six: Which Way to Go 
  Continuing onward, heading deeper into the mines, 
  you travel for two hours down the same tunnel, 
  which has been mined with extreme care. It 
  continues to slope down but even steeper than before. 
  On one side of the tunnel is a series of ropes with 
  
  ULP3-03 Even Further Downward 
   
  Page 10 
  pulleys, which appears to have been used to aid in the 
  process of getting the 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 with the Track feat that makes a successful 
  Wilderness Lore check (DC 20) notice tracks (mainly 
  goblin but some dwarven and human tracks too) that 
  head down the left tunnel while there are no traces what-
  so-ever to the passage on the right.  A PC can also make a 
  Search check at the same DCs above to notice the tracks, 
  but will not be able to follow them or identify them. 
  Additionally, those who make a Spot check (DC 25), 
  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 Seven. If the PCs head down the passage 
  to the left, continue with Encounter Ten. 
  Encounter Seven: Which Way to 
  Go II 
  Having chosen to travel down the passage to the 
  right, you continue onward. The moisture 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 Nine. 
  Encounter Eight: Empty 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. 
  After a few minutes, you find yourself in a cavern 
  with several stalactites and stalagmites. It is now 
  deathly silent. 
  This area used to be the lair of a several gricks, but a 
  group of adventurers came down into these tunnels and 
  eradicated them.  If the PCs investigate the cavern, they 
  find nothing of value (signs of the missing Mine Rangers, 
  treasure, etc.). 
  Encounter Nine: Ooze 
  Taking 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. 
  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 with a successful Spot check (DC 
  30). 
  The pool to the left is actually gray ooze. PCs who get too 
  close are in for a nasty surprise. Likewise, if the PC turns 
  their back to the creature, it slithers slowly toward them 
  until it is within striking distance. Once it attacks it 
  fights until killed. 
  APL 4 (EL 4) 
  � Gray Ooze: hp 30; see Monster Manual. 
  APL 6 (EL 6) 
  � Advanced Gray Ooze: hp 53; see Appendix I. 
  APL 8 (EL 8) 
  � Advanced Gray Ooze: hp 89; see Appendix I. 
  APL 10 (EL 10) 
  � Advanced Gray Oozes (2): hp 89 each; see Appendix 
  I. 
  APL 12 (EL 12) 
  � Advanced Gray Oozes (4): hp 89 each; see Appendix 
  I. 
  Besides the gray ooze, there is nothing else of interest 
  here. 
  Encounter Ten: Old Derro Guard 
  Post 
  You head down the passage to the left, following the 
  map given to you by Dimble. A dank, musty smell 
  surrounds you, as does the silence of the tunnels. 
  This area used to be the outer edges of the Derro's 
  territory but they have since retreated (slightly). 
  
  ULP3-03 Even Further Downward 
   
  Page 11 
  PCs who have previously explored these tunnels might 
  expect a combat at this point.  Don't hesitate to ask the 
  PCs for a Spot and Listen check just to keep them on 
  edge. 
  From here, the PCs can either head into the vegetation 
  cavern, where they are to pick up some additional 
  ingredients for an antidote to the Derro's strength poison 
  (Encounter Eleven) or head further towards the Derro's 
  area of control (Encounter Twelve). 
  Encounter Elven: Vegetation 
  Cavern 
  The passage to the left is dark and dank.  The walls are 
  covered with charcoal scorch marks.  Gazing into the 
  cavern noted on your map as holding the needed 
  ingredient for the Derro antidote that you seek, you 
  see it is oval-shaped with the greatest length being 
  one hundred feet and the width being about fifty feet. 
  The ceiling lies fifty feet above at its highest point. 
  The entire room is devoid of any signs of life 
  including the plants and other vegetation you had 
  expected to be located here. 
  The vegetation that once grew here was made up of 
  various edible and poisonous plants, mushrooms and 
  moss with vibrant colors or other strange characteristics. 
  All of this plant life only grows deep underground. 
  The Derro previously tended to this area daily but due to 
  two intrusions by groups of adventurers, all the plant life 
  here was destroyed.  The PCs should easily be able to 
  discern that the vegetation was burned.  Only the 
  greatest of magic (wish) is able to bring the vegetation 
  back to life. 
  If necessary, make sure the PCs realize the loss that has 
  occurred here and how it could have an effect on future 
  dealings with the Derro. 
  Besides the knowledge that future ingredients will not 
  come from this cavern, nothing else of value lies here. 
  Encounter Twelve: Deeper Still 
  Continuing down the dark dank tunnels, you pass by 
  numerous side tunnels which after investigation are 
  nothing more then small passageways that end only a 
  short distance from the main tunnel. The stillness of 
  the tunnels is a bit eerie and the only sound you hear 
  besides the shuffle of your feet is the occasional water 
  droplet failing from the ceiling to the floor. The 
  humidity here is so thick that you see a light mist 
  hanging over everything. 
  Two hours after leaving the last major intersection, 
  you finally reach the cavern with four tunnels as 
  indicated on the map Dimble supplied you with. 
  If the PCs are using any type of normal flame, such as a 
  torch, they begin to notice that it flickers slightly due to 
  the humidity. Lighting a torch without the use of a 
  tindertwig takes two full rounds from this point until the 
  PCs reach near the Derro underground city (Encounter 
  Twenty-Four). Thus the sunrods that Dimble supplied 
  the PCs will likely come in handy. Also, all damage 
  caused by normal fire (not magical or alchemistic fire) is 
  reduced by one point per die. 
  Additionally, animals (such as riding dogs) that are not 
  familiars, animal companions or a paladin’s mount start to 
  feel a bit skittish about being here, thus any PC who 
  wants the animal to attack receives a -4 circumstance 
  penalty to their Handle Animal or Charisma check. 
  When the PCs finally make it to the area with five 
  passages (four new ones and the one they came from), the 
  area is empty. Using the map provided to them by 
  Dimble, the PCs should continue to follow the desired 
  route. If the PCs decide to investigate other tunnels, go to 
  Encounter Thirteen. Continuing along the planned route 
  leads them to Encounter Fourteen. 
  PCs with the Track feat that makes a successful 
  Wilderness Lore check (DC 23) notice an old set (at least 
  several months old) of Derro tracks leading to and from 
  the route that leads to Encounter Fourteen.  A PC can 
  also make a Search check at the same DCs above to notice 
  the tracks, but will not be able to follow them or identify 
  them. 
  Encounter Thirteen: Off Course 
  If the PCs decide to investigate one of the three tunnels 
  found on the map but not suggested by Dimble, proceed 
  with the following: 
  You start to head down one of the side passages to 
  investigate where it may lead. As you travel onward, 
  the tunnel curves to the left and right several times, 
  nearly causing you to lose what direction you came 
  from. 
  Check to see what the PCs do at this point in time. If they 
  turn back, see where they go from there. If they proceed 
  onward, continue with the following: 
  Traveling further down the tunnel as it zigzags back 
  and forth, you start to hear a low rumble coming from 
  the ground itself. Suddenly the ground about sixty 
  feet in front of you almost seems to erupt as a massive 
  creature rips through the rock from a self-created 
  
  ULP3-03 Even Further Downward 
   
  Page 12 
  tunnel. The creature stands just over eight feet tall 
  and is powerfully built looking something like a cross 
  between a great ape and beetle. 
  The umber hulk(s) attack the PCs hoping to prevent 
  them from leaving, but does not make an extended chase 
  of it. 
  APL 4 (EL 7) 
  � Umber Hulk: hp 72; see Monster Manual. 
  APL 6 (EL 9) 
  � Umber Hulks (2): hp 72 each; see Monster Manual. 
  APL 8 (EL 10) 
  � Umber Hulks (3): hp 72 each; see Monster Manual. 
  APL 10 (EL 11) 
  � Umber Hulks (4): hp 72 each; see Monster Manual. 
  APL 12 (EL 12) 
  � Umber Hulks (5): hp 72 each; see Monster Manual. 
  Encounter Fourteen: Derro 
  Guards 
  When the PCs head down the passage Dimble suggested 
  proceed with the following: 
  Deciding to press onward, you head down the 
  passageway suggested to you by Dimble "Cloak" 
  Beren. The air is still quite humid, but you carry on 
  with the task at hand. You discover various small side 
  passages but you quickly discern that they dead-end, 
  and hasten forward. 
  Soon, you find the walls have been lined with a 
  strange alchemical paste that gives off a dull glow 
  allowing you to see before you without the need of a 
  torch, sunrod or other illumination device. 
  After about thirty minutes, at the edge of your vision, 
  you can barely make out several short humanoid 
  figures, which seemingly have noticed your presence. 
   Behind them the tunnel splits three ways. 
  Guarding this area are several Derro.  They attack, 
  attempting to use their repeating crossbows if possible, 
  until killed. 
  The area is dimly lit by some type of alchemy paste that 
  has been placed on the walls in this area.  The Derro 
  created this paste to help aid them due to their limited 
  darkvision.  The light is quite dim and does not negative 
  effect on the Derro.  The paste only lasts for eight hours 
  and thus any attempt by the PCs to collect and keep it 
  after leaving Urgo's Mine will prove pointless. 
  Behind the Derro, the path the PCs are currently 
  traveling down divides into three separate tunnels.  The 
  map given to the PCs states they should travel down the 
  right passage. 
  If the PCs wish to search the area, they may do so. PCs 
  with the Track feat that makes a successful Wilderness 
  Lore check (DC 18) find tracks leading to and from the 
  tunnels on the left, right and the one they just passed 
  through. These tracks range in size from human size to 
  gnome size. The Derro and their slaves traveling about 
  made these tracks.  A PC can also make a Search check at 
  the same DCs above to notice the tracks, but will not be 
  able to follow them or identify them. 
  If the PCs decide to take the tunnel to the left, proceed 
  with Encounter Fifteen. If they take the center tunnel, 
  proceed with Encounter Sixteen. Finally, if they proceed 
  down the right tunnel, proceed with Encounter 
  Seventeen. 
  APL 4 (EL 7) 
  � Derro (4): Male Derro Ftr2; hp 20 each; see Appendix 
  I. 
  APL 6 (EL 9) 
  � Derro (4): Male Derro Ftr4; hp 39 each; see Appendix 
  I. 
  APL 8 (EL 11) 
  � Derro (4): Male Derro Ftr6; hp 59 each; see Appendix 
  I. 
  APL 10 (EL 13) 
  � Derro (7): Male Derro Ftr6; hp 59 each; see Appendix 
  I. 
  APL 12 (EL 15) 
  � Derro (13): Male Derro Ftr6; hp 59 each; see 
  Appendix I. 
  Treasure: The PCs can claim the derros’ gear. 
  APL 4: L: 92 gp; C: 0 gp; M: o gp. 
  APL 6: L: 92 gp; C: 0 gp; M: o gp. 
  APL 8: L: 92 gp; C: 0 gp; M: o gp. 
  APL 10: L: 161 gp; C: 0 gp; M: o gp. 
  APL 12: L: 299 gp; C: 0 gp; M: o gp. 
  
  ULP3-03 Even Further Downward 
   
  Page 13 
  Encounter Fifteen: Place of 
  Refuse 
  Heading down the left tunnel, the smell of compost 
  and muck assaults your noses. 
  PCs with the Track feat that makes a successful 
  Wilderness Lore check (DC 18) find tracks that range in 
  size from human to gnome here. These tracks head in 
  both directions and resemble those found in previous 
  encounters. Additionally, the tracks of a cart are also 
  found but which way it was headed is impossible to 
  determine.  A PC can also make a Search check at the 
  same DCs above to notice the tracks, but will not be able 
  to follow them or identify them. 
  If the PCs continue down this tunnel for about ten 
  minutes, it bends sharply to the left, opening up into a 
  small grotto.  Previously living in the cave was an otyugh, 
  but a group of adventurers came upon the creature and 
  exterminated it.  The creature's dead body still lies here. 
  Nonetheless, the Derro continue to dump their refuse 
  here. 
  Nothing of value or interest lies here. 
  Encounter Sixteen: Plant Life 
  Proceeding down the center tunnel, you quickly find 
  that it is a long and winding tunnel. A sharp turn here 
  and a set of zigzags a few minutes later. An hour 
  passes as you ramble down the tunnel checking the 
  small side passageways that quickly dead-end. 
  As the PCs are moving down the tunnel, check to see if 
  they are using a light source. If so, as they round one of 
  the corners, a shrieker starts to emit a piercing sound that 
  lasts for 1d3 rounds. It does this in the surprise round, 
  while the PCs get no action. 
  If no light source is being used, have the lead PC make a 
  Spot check (DC 10) to notice the shrieker just as he 
  rounds a corner. If that PC successfully notices the 
  shrieker, he may take an action in the surprise round. If 
  the PC that made the Spot check also makes a successful 
  Knowledge (nature) or Wilderness Lore check (DC 20), 
  they recognize the shrieker for what it is, and get a partial 
  action to attack the creature before it starts to make a 
  sound.  
  APL 4 (EL 4) 
  � Shrieker: hp 14; see Monster Manual. 
  � Violet Fungus: hp 17; see Monster Manual. 
  APL 6 (EL 6) 
  � Shriekers (2): hp 14 each; see Monster Manual. 
  � Violet Fungi (2): hp 17 each; see Monster Manual. 
  APL 8 (EL 8) 
  � Shriekers (4): hp 14 each; see Monster Manual. 
  � Violet Fungi (4): hp 17 each; see Monster Manual. 
  APL 10 (EL 10) 
  � Shriekers (8): hp 14 each; see Monster Manual. 
  � Violet Fungi (8): hp 17 each; see Monster Manual. 
  APL 12 (EL 12) 
  � Shriekers (13): hp 14 each; see Monster Manual. 
  � Violet Fungi (13): hp 17 each; see Monster Manual. 
  After fighting the shriekers and violet fungi, the PCs 
  should realize that the Derro could not have continued 
  on this path without dealing with these plant creatures 
  themselves. The PCs can, of course, continue onward if 
  they so desire. They encounter nothing but make them 
  sweat and use precise time if possible as they eventually 
  need to rest and regain spells and so forth. 
  Encounter Seventeen: Bolt Trap 
  Taking the right tunnel, you notice that the ground 
  here is filled with loose dirt rather than stone causing 
  your footwear to get soiled, and leaving distinct prints 
  as you walk along. 
  As you continue onward, you travel for about twenty 
  minutes before you start to near the area on the map 
  where the first of two Derro traps were previously 
  discovered. 
  The Derro have trapped a ten-foot square area in this 
  tunnel. Any PC that weighs more then fifty pounds sinks 
  just enough (4 inches) into the rigged-ground causing a 
  poison-tipped bolt to be fired at them. 
  This trap should easily be avoided since the PCs are aware 
  of its presence before triggering it. 
  APL 4 (EL 4) 
  � Bolt Trap: CR 4; mechanical; location trigger; manual 
  reset; Atk +10 ranged (1d8/19-20 plus poison, bolt); 
  poison (Derro poison, Fort save [DC 14] resists, 2d6 
  Str/2d6 Str); Search (DC 20); Disable Device (DC 20). 
  APL 6 (EL 4) 
  
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  � Bolt Trap: CR 4; mechanical; location trigger; manual 
  reset; Atk +13 ranged (1d8/19-20 plus poison, bolt); 
  poison (Derro poison, Fort save [DC 14] resists, 2d6 
  Str/2d6 Str); Search (DC 22); Disable Device (DC 22). 
  APL 8 (EL 5) 
  � Bolt Trap: CR 5; mechanical; location trigger; manual 
  reset; Atk +16 ranged (1d8/19-20 plus poison, bolt); 
  poison (Derro poison, Fort save [DC 14] resists, 2d6 
  Str/2d6 Str); Search (DC 24); Disable Device (DC 24). 
  APL 10 (EL 7) 
  � Bolt Trap: CR 7; mechanical; location trigger; manual 
  reset; Atk +18 ranged (1d8/19-20 plus poison, bolt); 
  poison (Derro poison, Fort save [DC 14] resists, 2d6 
  Str/2d6 Str); Search (DC 26); Disable Device (DC 26). 
  APL 12 (EL 8) 
  � Bolt Trap: CR 8; mechanical; location trigger; manual 
  reset; Atk +20 ranged (1d8/19-20 plus poison, bolt); 
  poison (Derro poison, Fort save [DC 14] resists, 2d6 
  Str/2d6 Str); Search (DC 28); Disable Device (DC 28). 
  PCs searching for the trap with the use of the map 
  Dimble gave them gain a +15 circumstance bonus to their 
  Search check to find the location of the trap. 
  PCs might, with a successful Spot check (DC 20), see a 
  marking on the other side of the trapped area that might 
  cause them to search the area before crossed the trapped 
  area. This marking is used by the Derro to note where the 
  trap is located. 
  Possible ways to avoid this trap are to jump over the 
  trapped area, climb the ceiling or walls or place a large 
  board over the trapped area and then walk across. Though 
  most parties won’t have a long board handy for just such 
  an occasion. 
  Encounter Eighteen: Pit Trap 
  Getting past the nasty bolt trap, you continue further 
  down the passage. The humidity is still thick in these 
  parts but you are able to manage. 
  After about a thirty-minute trek, you near the second 
  Derro trap as noted on the map that Dimble provided 
  you. 
  This trap is a ten-foot wide by ten-foot long pit that 
  covers the width of the entire passageway and is set off 
  when more then fifty pounds of weight is put on it. The 
  depth of the pit depends entirely on the APL currently 
  being played. At the bottom of the pit are several spikes. 
  This trap should also be easily avoided since the PCs are 
  aware of its presence before triggering it. 
  APL 4 (EL 4) 
  � Poisoned Spike Pit Trap: CR 4; mechanical; location 
  trigger; repair reset; DC 20 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (all targets within a 10-ft. by 
  10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+2 plus poison); poison (greenblood oil, 
  Fort save [DC 13] resists, 1 Con/1d2 Con); Search (DC 
  20); Disable Device (DC 20). 
  APL 6 (EL 5) 
  � Poisoned Spike Pit Trap: CR 5; mechanical; location 
  trigger; repair reset; DC 20 Reflex save avoids; 40 ft. deep 
  (4d6, fall); multiple targets (all targets within a 10-ft. by 
  10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+4 plus poison); poison (greenblood oil, 
  Fort save [DC 13] resists, 1 Con/1d2 Con); Search (DC 
  20); Disable Device (DC 20). 
  APL 8 (EL 5) 
  � Poisoned Spike Pit Trap: CR 5; mechanical; location 
  trigger; repair reset; DC 20 Reflex save avoids; 60 ft. deep 
  (6d6, fall); multiple targets (all targets within a 10-ft. by 
  10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+5 plus poison); poison (greenblood oil, 
  Fort save [DC 13] resists, 1 Con/1d2 Con); Search (DC 
  20); Disable Device (DC 20). 
  APL 10 (EL 6) 
  � Poisoned Spike Pit Trap: CR 6; mechanical; location 
  trigger; repair reset; DC 20 Reflex save avoids; 80 ft. deep 
  (8d6, fall); multiple targets (all targets within a 10-ft. by 
  10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+5 plus poison); poison (greenblood oil, 
  Fort save [DC 13] resists, 1 Con/1d2 Con); Search (DC 
  20); Disable Device (DC 20). 
  APL 12 (EL 7) 
  � Poisoned Spike Pit Trap: CR 7; mechanical; location 
  trigger; repair reset; DC 20 Reflex save avoids; 100 ft. 
  deep (10d6, fall); multiple targets (all targets within a 10-
  ft. by 10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+5 plus poison); poison (greenblood oil, 
  Fort save [DC 13] resists, 1 Con/1d2 Con); Search (DC 
  20); Disable Device (DC 20). 
  PCs searching for the trap with the use of the map 
  Dimble gave them gain a +15 circumstance bonus to their 
  Search check to find the location of the trap. 
  
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  If the pit trap is triggered a large cloud of dirt rises from 
  the floor and has the effect of an obscuring mist spell for 
  three rounds. 
  Possible ways to avoid the pit are to jump over the 
  trapped area, climb the ceiling or walls or place a large 
  board over the trapped area and then walk across. 
  Encounter Nineteen: More 
  Choice 
  Having passed the two traps noted on Dimble's map, 
  you continue onward following the tunnel as it takes 
  a ninety degree turn to the right and then meanders 
  seemingly aimlessly.  As you move along, the beauty 
  of the stalactites and stalagmites catches your eyes.  
  Some of them have a diameter of nearly a foot.  They 
  glisten and gleam with the deep underground water.  
  Every minute or so you hear a droplet of water hitting 
  the rocky ground. 
  Additionally, you come across several small side 
  passages that upon investigation dead end.  While 
  unimportant to your mission, they various rock 
  formations are quite impressive. 
  After thirty minutes or so, the tunnel splits in three 
  different ways with the choice of your continued 
  movement in your hands.  
  Those PCs with the Track feat that makes a successful 
  Wilderness Lore check (DC 15) notice tracks (mainly 
  Derro) that head down the right tunnel while there are 
  no traces what-so-ever to the other passages.  A PC can 
  also make a Search check at the same DCs above to notice 
  the tracks, but will not be able to follow them or identify 
  them. 
  If the PCs head down the passage to the left, continue 
  with Encounter Twenty. If the PCs head down the center 
  passage, continue with Encounter Twenty-One. Finally, 
  if the PCs head down the passage to the right, continue 
  with Encounter Twenty-Two. 
  Encounter Twenty: Hungry 
  Hook Horror 
  Heading down passage to the left, you press onward 
  as the tunnel curves slightly back and forth from the 
  right to the left.  The alchemy paste that has been 
  coated on many of the walls within the Derro's 
  territory does not exist here. 
  Several side passages exist and many of them contain 
  a small about of vegetation.  You even see several 
  small animals feasting on the plant life here. 
  After about twenty minutes, up ahead you see the 
  tunnel turns to the right where several bones lie 
  scattered upon the ground. 
  Just around the bend is a cavern that is the lair of one (or 
  more) hook horrors.  The hook horrors feast upon the 
  small animals that live in this area.  Additionally, the 
  Derro cruelly force unproductive slaves down this 
  passageway knowing the hook horrors will feast upon the 
  slave.  Thus, the Derro co-exist with the hook horrors 
  much like they used to with the now dead otyugh. 
  In combat the hook horrors attack the nearest PC.  If 
  there are multiple hook horrors (APL 6 or higher), each 
  of them attacks a different PC.  They fight to the death. 
  If the PCs are looking for a place to rest, the hook 
  horror's cavern would be an ideal spot for it as the Derro 
  do not patrol this area regularly. 
  APL 4 (EL 6) 
  � Hook Horror: hp 75; see Appendix I. 
  APL 6 (EL 8) 
  � Hook Horrors (2): hp 75 each; see Appendix I. 
  APL 8 (EL 9) 
  � Hook Horrors (3): hp 75 each; see Appendix I. 
  APL 10 (EL 11) 
  � Hook Horrors (5): hp 75 each; see Appendix I. 
  APL 12 (EL 13) 
  � Hook Horrors (10): hp 75 each; see Appendix I. 
  Encounter Twenty One: Blood 
  Suckers 
  Heading down the center passage, you press onward 
  as the tunnel majestically curves back and forth. 
  Several side passages exist and many of them contain 
  a small amount of vegetation.  You even see several 
  small animals flitting through the plant life here. 
  After about fifteen minutes, you come to a gaping 
  area with the ceiling about thirty feet up.  Most of the 
  room contains a shallow but large pool of guano. 
  Hiding at the top of this area (thirty feet up) are several 
  (number depends on APL) stirges.  The stirges feast upon 
  the small animals that live in this area.  Additionally, the 
  Derro cruelly free unproductive slaves down this 
  
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  passageway knowing the stirges will feast upon the slave. 
   Thus, the Derro co-exist with the stirges much like they 
  used to with the hook horrors and the now dead otyugh. 
  In combat the stirges attack the nearest PC, swarming 
  them until they drop from Constitution drain.  (At 
  higher APLs, the two-head pyro stirges first breathe then 
  move into melee).  Move the stirges one at a time and 
  space them out when first encountered to avoid one area 
  effect spell from quickly wiping them out. 
  If the PCs are looking for a place to rest, the stirges' 
  cavern would be an ideal spot for it as the Derro do not 
  patrol this area regularly. 
  APL 4 (EL 4) 
  � Stirges (8): hp 8 each; see Monster Manual. 
  APL 6 (EL 6) 
  � Stirges (12): hp 8 each; see Monster Manual. 
  APL 8 (EL 8) 
  � Stirges (12): hp 8 each; see Monster Manual. 
  � Two-Headed Stirges (6): hp 25 each; see Appendix I. 
  APL 10 (EL 10) 
  � Stirges (12): hp 8 each; see Monster Manual. 
  � Two-Headed Stirges (6): hp 25 each; see Appendix I. 
  � Two-Headed Pyro Stirges (6): hp 25 each; see 
  Appendix I. 
  APL 12 (EL 12) 
  � Stirges (12): hp 8 each; see Monster Manual. 
  � Two-Headed Stirges (12): hp 25 each; see Appendix I. 
  � Two-Headed Pyro Stirges (12): hp 25 each; see 
  Appendix I. 
  Encounter Twenty Two: More 
  Derro 
  While you are hundreds perhaps thousands of feet 
  underground with no chance of seeing natural light, 
  you know it is in the evening hour as your body 
  twinges from today's wear and tear. 
  Regardless of how your feet ache, your arms pulse or 
  head throbs, you continue onward looking for an 
  advantageous place to rest for the evening. 
  The tunnel you travel down splits only to regroup 
  back into one main tunnel once again. 
  Guarding the regrouping of the two tunnels is a squad of 
  Derro guards.  They attack using their repeating 
  crossbows until killed or disabled. 
  APL 4 (EL 7) 
  � Derro (4): Male Derro Ftr2; hp 20 each; see Appendix 
  I. 
  APL 6 (EL 9) 
  � Derro (4): Male Derro Ftr4; hp 39 each; see Appendix 
  I. 
  APL 8 (EL 11) 
  � Derro (4): Male Derro Ftr6; hp 59 each; see Appendix 
  I. 
  APL 10 (EL 13) 
  � Derro (7): Male Derro Ftr6; hp 59 each; see Appendix 
  I. 
  APL 12 (EL 15) 
  � Derro (13): Male Derro Ftr6; hp 59 each; see 
  Appendix I. 
  Treasure: The PCs can claim the derros’ gear. 
  APL 4: L: 92 gp; C: 0 gp; M: o gp. 
  APL 6: L: 92 gp; C: 0 gp; M: o gp. 
  APL 8: L: 92 gp; C: 0 gp; M: o gp. 
  APL 10: L: 161 gp; C: 0 gp; M: o gp. 
  APL 12: L: 299 gp; C: 0 gp; M: o gp. 
  Encounter Twenty Three: Derro 
  Conjurer 
  Having bypassed the two known traps, then selecting 
  one of the three paths and moving down it, you come 
  to a tunnel that seemingly is the reconnecting point 
  for all three tunnels. 
  So you press onward delving deeper into Derro 
  territory than likely any other surface dweller has 
  done before.  As you continue down the jagged 
  tunnel, you notice that the moisture is still heavy in 
  the air, but not enough to stop effects of the alchemy 
  paste that has been placed on the walls to partially 
  illuminate your path.  During your trek, you notice 
  several side passages but after some searching, you are 
  
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  able to discern that they are merely dead-ends filled 
  with beautiful and aged stalactites and stalagmites. 
  After about an hour, with much of this time spent 
  searching the side dead-end passages, you see up 
  ahead that the tunnel you are traveling down comes 
  to a T-intersection. 
  This area is dimly lit by some type of alchemy paste that 
  has been placed on the walls in this area.  The Derro 
  created this paste to help aid them due to their limited 
  darkvision.  The light is quite dim and does not 
  negatively affect the Derro.  The paste only lasts for eight 
  hours and thus any attempt by the PCs to collect and 
  keep it after leaving Urgo's Mine will prove pointless. 
  Have each PC make a Spot check (DC 20) to notice 
  several small holes on either side of the tunnel about 
  fifteen feet from the T-intersection.  Two invisible Derro 
  guards are scouting through the holes, one on each side.  
  When the Derro guards spot the PCs, they immediately 
  fire their poisoned repeating crossbows at them and let 
  out a yell (free action).  The holes provide the Derro 
  guards 90% cover from anyone attacking them from the 
  main tunnel.  The yell is to inform the Derro savant(s) 
  that there are intruders in the area.  Thus, the Derro 
  savant(s) first casts haste followed by invisibility and then 
  shield and a summon monster spell.  Then each of the 
  following rounds, he (they) casts one defensive spell and 
  one summon monster spell attempting to place the 
  creature in the main tunnel to keep the PCs trapped 
  there.  Use the chart below to determine which monsters 
  are summoned for each spell level: 
  Level 
  Summoned Creature 
  1
  st Level 
  Fiendish Hawk 
  2
  nd Level 
  Fiendish Hyena (treat as wolf) 
  3
  rd Level 
  Fiendish Leopard 
  4
  th Level 
  Howler 
  5
  th Level 
  Fiendish Girallon 
  APL 4 (EL 8) 
  � Derro (2): Male Derro Ftr2; hp 20 each; see Appendix 
  I. 
  � Derro Savant: Male Derro Sor6; hp 36; see Appendix 
  I. 
  APL 6 (EL 10) 
  � Derro (2): Male Derro Ftr4; hp 39 each; see Appendix 
  I. 
  � Derro Savant: Male Derro Sor8; hp 48; see Appendix 
  I. 
  APL 8 (EL 12) 
  � Derro (2): Male Derro Ftr6; hp 59 each; see Appendix 
  I. 
  � Derro Savant: Male Derro Sor10; hp 60; see Appendix 
  I. 
  APL 10 (EL 14) 
  � Derro (2): Male Derro Ftr6; hp 59 each; see Appendix 
  I. 
  � Derro Savants (2): Male Derro Sor10; hp 60 each; see 
  Appendix I. 
  APL 12 (EL 16) 
  � Derro (2): Male Derro Ftr6; hp 59 each; see Appendix 
  I. 
  � Derro Savants (5): Male Derro Sor10; hp 60 each; see 
  Appendix I. 
  Treasure: The PCs can claim the derros’ gear. 
  APL 4: L: 46 gp; C: 0 gp; M: potion of gaseous form (63 
  gp), potion of heroism (75 gp), potion of cure serious 
  wounds (63 gp), potion of fly (63 gp), ring of feather 
  falling (183 gp), wand of summon monster II (375 
  gp). 
  APL 6: L: 46 gp; C: 0 gp; M: potion of gaseous form (63 
  gp), potion of heroism (75 gp), potion of cure serious 
  wounds (63 gp), potion of fly (63 gp), ring of feather 
  falling (183 gp), wand of summon monster II (375 
  gp), gloves of arrow snaring (333 gp). 
  APL 8: L: 46 gp; C: 0 gp; M: potion of gaseous form (63 
  gp), potion of heroism (75 gp), potion of cure serious 
  wounds (63 gp), potion of fly (63 gp), ring of feather 
  falling (183 gp), wand of summon monster II (375 
  gp), gloves of arrow snaring (333 gp), staff of 
  charming (1,000 gp). 
  APL 10: L: 102 gp; C: 0 gp; M: potion of gaseous form 
  (63 gp), potion of heroism (75 gp), 8 screaming bolts 
  (22 gp each), potion of cure serious wounds (63 gp), 
  potion of fly (63 gp), ring of feather falling (183 gp), 
  wand of summon monster II (375 gp), gloves of 
  arrow snaring (333 gp), staff of charming (1,000 gp), 
  hand of the mage (83 gp), scroll of summon monster 
  VII (190 gp), wand of slow (938 gp). 
  APL 12: L: 102 gp; C: 0 gp; M: potion of gaseous form 
  (63 gp), potion of heroism (75 gp), 8 screaming bolts 
  (22 gp each), potion of cure serious wounds (63 gp), 
  potion of fly (63 gp), ring of feather falling (183 gp), 
  
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  Page 18 
  wand of summon monster II (375 gp), gloves of 
  arrow snaring (333 gp), staff of charming (1,000 gp), 
  hand of the mage (83 gp), scroll of summon monster 
  VII (190 gp), wand of slow (938 gp). 
  Encounter Twenty Four: A Deal 
  Having dealt with the latest Derro guard post, you 
  head onward and quickly discover several small side 
  caverns but nothing to provide you enough room and 
  cover to safely keep out of sight from the Derro that 
  are roaming the area. 
  The tunnel starts to widen slightly and you find a 
  small circular area off to your right.  After a few dozen 
  more steps, the tunnel suddenly opens up to a 
  colossal underground cavern that lies mainly below 
  you.  Stepping forward to get a better look, you see a 
  large underground city, likely built by the Derro.  As 
  you peer for a moment longer in awe of just how 
  massive this place is, you see several Derro moving 
  about in the underground city below you.  The Derro 
  look like ants providing you with a better 
  understanding of just how far down the underground 
  Derro city is. 
  You unconsciously take several steps back when you 
  suddenly hear a strange voice fill your head.  
  "Greetings surface dwellers.  Please do not be 
  alarmed." 
  NOTE: This is intended to be a role-play encounter.  
  Combat should only occur if provoked by the PCs. 
  The voice comes from Melavelonce, a mind flayer who 
  dwells in a nearby underground area.  He is dreadfully 
  mysterious but non-confrontational.  The increasing 
  Derro presence has brought trouble to his society.  Thus, 
  he is willing to supply information that will aid the PCs 
  with their main mission (saving the slaves) as such a 
  disturbance could slightly disrupt the Derro's plans for a 
  short time.  In Melavelonce's mind, even a slight 
  disruption is good, especially when it comes at little 
  trouble or danger to him. 
  However, this aid only comes if the PCs are willing to 
  agree to owe Melavelonce a future favor.  This debt is 
  noted on this scenario's AR, see the Treasure Summary.  
  Melavelonce does not know when this favor will be 
  collected so details cannot be given.  With the help of his 
  two grimlock companions he has been able to determine 
  the location of the slaves the PCs seek.  Melavelonce 
  knows a route they can take to get to the cave entrance 
  the slaves are being held without any problems, provided 
  he creates a small distraction.  Additionally, he knows of a 
  widely unknown route back to the surface that the PCs 
  should use if they wish to escape the grip of the Derro. 
  If the PCs refuse to make the agreement (exchange of 
  favors) but do not attack, he bids them farewell.  If the 
  PCs 
  attack 
  Melavelonce 
  and/or 
  his 
  grimlock 
  companions, Melavelonce uses various enchantment 
  spells or his mind blast to control the PCs while the 
  grimlocks viciously attack.  Once all the PCs have been 
  killed or contained they are eaten, the brains by 
  Melavelonce and the bodies by the grimlocks, Grimstone 
  and Brittlelock. 
  Melavelonce does not try to provoke the PCs into 
  attacking him.  Their demise will do little to help his 
  cause.  However, he does find enjoyment in spooking the 
  PCs.  If the PCs attack or gravely insult Melavelonce, 
  they will gain his Enmity (see the Treasure Summary). 
  Melavelonce is currently invisible, due to the use of an 
  improved invisibility spell, to avoid a potential conflict 
  with the PCs who may have already encountered a 
  hostile mind flayer (also called illithids) in the past.  He 
  will not show himself unless the PCs make the 
  agreement to owe him a favor (a debt) later on in 
  exchange for aid in finding the slaves and they request it 
  of him.  Otherwise, he simply keeps invisible and the PCs 
  will learn the full details about their new ally in the 
  future. 
  All APLs (EL 21) 
  � Grimstone: Male Grimlock Rng10; hp 114; see 
  Appendix I. 
  � Brittlelock: Male Grimlock Rog7/ShD3; hp 89; see 
  Appendix I. 
  � Melavelonce: Male Mind Flayer Mnk1/Wiz11; hp 
  132; see Appendix I. 
  Encounter Twenty Five: Nervous 
  Trek 
  You bid farewell to your new ally, Melavelonce.  With 
  the new information you have learned from him, you 
  now know the location of the where the Derro slaves 
  are being kept.  Future information to aid against the 
  Derro seems likely. 
  The trek from your current location to the 
  underground cave Melavelonce informed you the 
  Derro slaves are being kept, looks to be difficult but 
  with Melavelonce's small distraction, you should be 
  able to make it. 
  
  ULP3-03 Even Further Downward 
   
  Page 19 
  The trek from the tunnel the PCs came down to cave the 
  Derro slaves are being held will take the PCs five 
  minutes. 
  Have each PC make both a Hide and Move Silently check 
  (DC 0).  If any PC fails both checks, they are noticed by a 
  group of wandering Derro guards that are four hundred 
  feet away from the PCs current location.  Use the combat 
  from Encounter Fourteen for these Derro. 
  If each PC is successful with at least one of the two 
  checks, they managed to get to the cave entrance without 
  being noticed. 
  Encounter Twenty Six: 
  Underground Cave 
  Peering into the cave entrance that Melavelonce 
  informed you about, you see the tunnel inside is ten 
  feet wide and twenty feet high and is lit with the 
  same alchemy paste that you have seen in many of the 
  Derro tunnels on your trudge to get to your present 
  location. 
  Carved onto the wall to the left of the cave entrance 
  are some strange markings. 
  The cave entrance has a magical ward placed upon the 
  ground by the Derro to keep intruders out.  Meanwhile, 
  the strange markings are actually a password (Diirinka) 
  written in Undercommon.  Thus speaking the password 
  in Undercommon while stepping over the ward prevents 
  the trap from being set off. 
  Any person who steps over the magical ward and does 
  not utter the word in Undercommon is blasted by sonic 
  damage.  If this trap is set off, the Derro guards ahead 
  (Encounter Twenty-Seven) then become fully aware of a 
  potential attack and can only be surprised with the 
  utmost care by the PCs. 
  APL 4 (EL 4) 
  � Glyph of Warding (Blast): CR 4; spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 5
  th level 
  cleric, Reflex save [DC 14] half damage, 2d8 sonic); 
  multiple targets (all within 5 ft.); Search (DC 28); Disable 
  Device (DC 28). 
  APL 6 (EL 5) 
  � Glyph of Warding (Blast): CR 5; spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 7
  th level 
  cleric, Reflex save [DC 14] half damage, 3d8 sonic); 
  multiple targets (all within 5 ft.); Search (DC 28); Disable 
  Device (DC 28). 
  APL 8 (EL 6) 
  � Glyph of Warding (Blast): CR 6; spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 9
  th level 
  cleric, Reflex save [DC 14] half damage, 4d8 sonic); 
  multiple targets (all within 5 ft.); Search (DC 28); Disable 
  Device (DC 28). 
  APL 10 (EL 7) 
  � Greater Glyph of Warding (Blast): CR 7; spell; spell 
  trigger; no reset; spell effect (greater glyph of warding 
  [blast], 11
  th level cleric, Reflex save [DC 19] half damage, 
  5d8 sonic); multiple targets (all within 5 ft.); Search (DC 
  31); Disable Device (DC 31). 
  APL 12 (EL 8) 
  � Greater Glyph of Warding (Blast): CR 8; spell; spell 
  trigger; no reset; spell effect (greater glyph of warding 
  [blast], 13
  th level cleric, Reflex save [DC 19] half damage, 
  6d8 sonic); multiple targets (all within 5 ft.); Search (DC 
  31); Disable Device (DC 31). 
  Encounter Twenty Seven: Derro 
  Slave Guards 
  Heading down the passage, you travel for a brief time 
  before you see several Derro standing guard. 
  If the PCs set off the glyph of warding trap in the 
  previous encounter, then the Derro are ready for a 
  possible attack.  If not, the PCs might have an 
  opportunity to surprise the Derro guards. 
  APL 4 (EL 5) 
  � Derro (2): Male Derro Ftr2; hp 20 each; see Appendix 
  I. 
  APL 6 (EL 7) 
  � Derro (4): Male Derro Ftr2; hp 20 each; see Appendix 
  I. 
  APL 8 (EL 9) 
  � Derro (4): Male Derro Ftr4; hp 39 each; see Appendix 
  I. 
  APL 10 (EL 11) 
  � Derro (4): Male Derro Ftr6; hp 59 each; see Appendix 
  I. 
  
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  APL 12 (EL 13) 
  � Derro (7): Male Derro Ftr6; hp 59 each; see Appendix 
  I. 
  Treasure: The PCs can claim the derros’ gear. 
  APL 4: L: 46 gp; C: 0 gp; M: potion of fire breath (75 
  gp), potion of tongues (63 gp). 
  APL 6: L: 92 gp; C: 0 gp; M: potion of fire breath (75 
  gp), potion of tongues (63 gp). 
  APL 8: L: 92 gp; C: 0 gp; M: potion of fire breath (75 
  gp), potion of tongues (63 gp). 
  APL 10: L: 92 gp; C: 0 gp; M: potion of fire breath (75 
  gp), potion of tongues (63 gp). 
  APL 12: L: 357 gp; C: 0 gp; M: potion of fire breath (75 
  gp), potion of tongues (63 gp), 7 potions of cure 
  moderate wounds (25 gp each), 7 potions of haste (63 
  gp each). 
  Encounter Twenty Eight: Rust 
  Monsters 
  Having dealt with a magical trap and a small group of 
  Derro guards, you press onward looking for the 
  prisoners Melavelonce informed you were located 
  into this cave.  After about a hundred feet or so, you 
  see a side tunnel branching off to your left.  It 
  extends for about sixty feet before it abruptly ends 
  with a large round stone door. 
  Behind the large unlocked door are several ravenous rust 
  monsters.  Due to their extreme hunger, PCs must make 
  a Spot check (DC 10) to avoid beginning surprised by the 
  rust monsters when they open the door. 
  The rust monsters target the largest metal object 
  available, striking first at armor, then shields and smaller 
  items.  The creature prefers ferrous metals (steel or iron) 
  over precious metals (such as gold or silver). 
  These creatures are the pets of the Derro and are being 
  held for possible use. 
  APL 4 (EL 5) 
  � Rust Monsters (2): hp 38 each; see Monster Manual. 
  APL 6 (EL 7) 
  � Rust Monsters (4): hp 38 each; see Monster Manual. 
  APL 8 (EL 9) 
  � Rust Monsters (7): hp 38 each; see Monster Manual. 
  APL 10 (EL 11) 
  � Advanced Rust Monsters (4): hp 124 each; see 
  Appendix I. 
  APL 12 (EL 12) 
  � Advanced Rust Monsters (6): hp 124 each; see 
  Appendix I. 
  Encounter Twenty Nine: Tunnel 
  Split 
  Heading even further down the tunnel, it finally 
  splits with two tunnels hooking out of side, one to 
  the left and another to the right.  
  The tunnel to the left leads to Encounter Thirty.  The 
  tunnel to the right leads to Encounter Thirty-One.  Both 
  tunnels are heavily used and this fact can be determined 
  by a successful Wilderness Lore check (by someone with 
  the Track feat) or Search check (DC 11). 
  Encounter Thirty: Half-Golems 
  Heading down the left tunnel, you quickly discover 
  that it curves around to the right resembling a 
  question mark in a way.  As you round the curve, you 
  see a large iron door blocking further passage. 
  Behind the large locked (Open Lock DC 25) iron door is 
  one (or more) unfortunate dwarfs who have been 
  experimented on and turned into half-flesh golems.  Due 
  to their ill-fated state, they attack any living creature they 
  see. 
  Nothing else of interest lies with this area. 
  APL 4 (EL 4) 
  � Flesh Half-Golem: hp 8; see Appendix I. 
  APL 6 (EL 6) 
  � Flesh Half-Golems (2): hp 8 each; see Appendix I. 
  APL 8 (EL 8) 
  � Flesh Half-Golems (2): hp 25 each; see Appendix I. 
  APL 10 (EL 10) 
  � Flesh Half-Golems (4): hp 25 each; see Appendix I. 
  APL 12 (EL 13) 
  � Flesh Half-Golems (4): hp 48 each; see Appendix I. 
  
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  Treasure: The PCs can claim the half-golems’ gear. 
  APL 4: L: 16 gp; C: 0 gp; M: o gp. 
  APL 6: L: 32 gp; C: 0 gp; M: o gp. 
  APL 8: L: 32 gp; C: 0 gp; M: o gp. 
  APL 10: L: 64 gp; C: 0 gp; M: o gp. 
  APL 12: L: 164 gp; C: 0 gp; M: o gp. 
  Encounter Thirty One: The 
  Slaves 
  Heading down the right tunnel, you quickly discover 
  that it curves around to the left resembling a question 
  mark in a way.  Near the end of the curving tunnel, 
  there are numerous huddled humanoid masses 
  cowering with [determine number below based on APL] 
  creature(s) standing guard over them.  Behind the 
  cowering 
  masses 
  and 
  the 
  hideous 
  ghoulish 
  creature(s), you can see that the tunnel dead-ends. 
  The huddled humanoid masses are the slaves the PCs 
  seek.  Guarding them are one (or more) flesh golems.  
  (On APL 10 and higher, the flesh golems are advanced.  
  And on APL 12, there are also two clay golems.)  The 
  golems attack until destroyed. 
  Once the golems are defeated, the PCs are able to 
  determine that there are two dozen slaves located here.  
  These are not all the slaves the Derro have but its all 
  those that Melavelonce and these slaves are aware of. 
  Of the two dozen slaves, twelve are human (two are Mine 
  Rangers), eight are dwarf (two are Mine Rangers), three 
  are gnome (one is a Mine Ranger) and one is halfling.  
  Each of them was captured in various goblin ambushes 
  by the Dark Ones tribe and sold/given to the Derro.  
  They are able to tell the PCs many horrid stories about 
  how some prisoners are taken away never to return.  
  (Some were fed to the hook horrors or stirges while 
  others were experimented on.)  
  They are all in a weakened condition due to overwork, 
  but have been fed.  They are unable to fight or carry 
  anything over a light load.  Merely making the trek to the 
  surface via the path Melavelonce suggested will be a 
  hardship enough on them. 
  APL 4 (EL 7) 
  � Flesh Golem: hp 68; see Monster Manual. 
  APL 6 (EL 9) 
  � Flesh Golems (2): hp 68 each; see Monster Manual. 
  APL 8 (EL 11) 
  � Flesh Golems (4): hp 68 each; see Monster Manual. 
  APL 10 (EL 13) 
  � Advanced Flesh Golems (4): hp 135 each; see 
  Appendix I. 
  APL 12 (EL 15) 
  � Advanced Flesh Golems (4): hp 135 each; see 
  Appendix I. 
  � Clay Golems (2): hp 83 each; see Monster Manual. 
  Encounter Thirty Two: Escaping 
  From the Derro 
  Once the PCs have freed the slaves and began to leave the 
  Derro's world via the path Melavelonce informed them 
  about, continue with the following: 
  You've freed the slaves from the Derro's grip and now 
  it is time to quickly return to the surface.  You can 
  only hope that Melavelonce was correct about the 
  new tunnel reaching the surface. 
  The trek from up the tunnel takes the PCs several hours. 
  Have each PC make several Hide and Move Silently 
  checks to put them on edge.  If anyone rolls a set of bad 
  rolls, hum and haw for a few moments while they 
  wonder what might come for them next. 
  Fortunately, the tunnel Melavelonce spoke of is quite 
  safe and the PCs encounter no hostile forces upon their 
  trek back to the surface. 
  Encounter Thirty Three: Wrong 
  Choice 
  If the characters decide to foolishly attack the Derro city, 
  proceed with the following: 
  Having seen the Derro city, you decide to attack it 
  directly. 
  If the PCs decide to attack the Derro city directly, they 
  are quite foolish and should pay the price for such a 
  decision.  First allow them to reconsider their decision.  
  If they press onward, throw as many Derro (warriors and 
  savants) as needed, using the stat blocks from this 
  scenario as a guild, to either kill them or cause them to 
  retreat. 
  
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  Conclusion 
  You exit Urgo's Mine and travel back to the village of 
  Treehome using the tunnel Melavelonce informed 
  you about.  With you are the Derro slaves you have 
  freed, some valuable information and a new ally. 
  If the characters managed to save any of the slaves (from 
  Encounter Thirty-One), Dimble "Cloak" Beren thanks 
  them repeatedly. He also explains how he hopes the 
  characters will consider joining the Mine Rangers and 
  pledges to personally recommend them if needed.  The 
  PCs gain the recommendation to join the Mine Rangers 
  if their home region is the Principality of Ulek. 
  If the characters did not manage to save any of the slaves, 
  Dimble thanks them for their attempt and wishes them 
  well on whatever they face next. 
  Treasure: The PCs can claim a reward from the freed 
  slaves. 
  APL 4: L: 0 gp; C: 100 gp; M: o gp. 
  APL 6: L: 0 gp; C: 200 gp; M: o gp. 
  APL 8: L: 0 gp; C: 300 gp; M: o gp. 
  APL 10: L: 0 gp; C: 400 gp; M: o gp. 
  APL 12: L: 0 gp; C: 500 gp; M: o gp. 
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One & Two 
  Good roleplaying 
   
  APL 4 – 90 xp; 
   
  APL 6 – 120 xp; 
   
  APL 8 – 150 xp; 
   
  APL 10 – 180 xp; 
   
  APL 12 – 210 xp. 
  Encounter Fourteen 
  Defeat the derro 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp; 
   
  APL 12 – 450 xp. 
  Encounter Twenty Two 
  Defeat the derro 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp; 
   
  APL 12 – 450 xp. 
  Encounter Twenty Three 
  Defeat the derro 
   
  APL 4 – 240 xp; 
   
  APL 6 – 300 xp; 
   
  APL 8 – 360 xp; 
   
  APL 10 – 420 xp; 
   
  APL 12 – 480 xp. 
  Encounter Twenty Four 
  Good roleplaying 
   
  APL 4 – 90 xp; 
   
  APL 6 – 120 xp; 
   
  APL 8 – 150 xp; 
   
  APL 10 – 180 xp; 
   
  APL 12 – 210 xp. 
  Encounter Twenty Six 
  Disarm or survive the trap 
   
  APL 4 – 120 xp; 
   
  APL 6 – 150 xp; 
   
  APL 8 – 180 xp; 
   
  APL 10 – 210 xp; 
   
  APL 12 – 240 xp. 
  Encounter Twenty Seven 
  Defeat the derro 
   
  APL 4 – 150 xp; 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp; 
   
  APL 12 – 390 xp. 
  Encounter Thirty One 
  Defeat the half-golems 
   
  APL 4 – 120 xp; 
   
  APL 6 – 180 xp; 
   
  APL 8 – 240 xp; 
   
  APL 10 – 300 xp; 
   
  APL 12 – 390 xp. 
  Encounter Thirty One 
  Defeat the golems 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp; 
   
  APL 12 – 450 xp. 
  
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  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 4 – 90 xp; 
   
  APL 6 – 120 xp; 
   
  APL 8 – 150 xp; 
   
  APL 10 – 180 xp; 
   
  APL 12 – 210 xp. 
  Total Possible Experience (Maximum Reward 
  Allowed) 
   
  APL 4 – 1,630 xp (1,350 xp); 
   
  APL 6 – 2,010 xp (1,800 xp); 
   
  APL 8 – 2,490 xp (2,250 xp); 
   
  APL 10 – 2,970 xp (2,700 xp); 
   
  APL 12 – 3,480 xp (3,150 xp). 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Two: 
   
  All APLs: L: 78 gp; C: 0 gp; M: 0 gp. 
  Encounter Fourteen: 
   
  APL 4: L: 92 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 92 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 92 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 161 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 299 gp; C: 0 gp; M: 0 gp. 
  Encounter Twenty Two: 
   
  APL 4: L: 92 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 92 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 92 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 161 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 299 gp; C: 0 gp; M: 0 gp. 
  Encounter Twenty Three: 
   
  APL 4: L: 46 gp; C: 0 gp; M: 822 gp. 
   
  APL 6: L: 46 gp; C: 0 gp; M: 1,155 gp. 
   
  APL 8: L: 46 gp; C: 0 gp; M: 2,155 gp. 
   
  APL 10: L: 102 gp; C: 0 gp; M: 3,542 gp. 
   
  APL 12: L: 102 gp; C: 0 gp; M: 3,542 gp. 
  Encounter Twenty Seven: 
   
  APL 4: L: 46 gp; C: 0 gp; M: 138 gp. 
   
  APL 6: L: 92 gp; C: 0 gp; M: 138 gp. 
   
  APL 8: L: 92 gp; C: 0 gp; M: 138 gp. 
   
  APL 10: L: 92 gp; C: 0 gp; M: 138 gp. 
   
  APL 12: L: 357 gp; C: 0 gp; M: 754 gp. 
  Encounter Thirty: 
   
  APL 4: L: 16 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 32 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 32 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 64 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 164 gp; C: 0 gp; M: 0 gp. 
  
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  Page 24 
  Conclusion: 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 200 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 300 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 400 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 500 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 370 gp; C: 100 gp; M: 960 gp - Total: 1,430 
  gp (1,200 gp). 
  APL 6: L: 432 gp; C: 200 gp; M: 1,293 gp - Total: 1,925 
  gp (1,600 gp). 
  APL 8: L: 432 gp; C: 300 gp; M: 2,293 gp - Total: 3,025 
  gp (2,500 gp). 
  APL 10: L: 658 gp; C: 400 gp; M: 3,680 gp - Total: 
  4,738 gp (4,200 gp). 
  APL 12: L: 1,299 gp; C: 500 gp; M: 4,296 gp - Total: 
  6,095 gp (6,000 gp). 
  Special 
  � Derro Slave 
  The Derro of Urgo’s Mine have captured this character. 
  The character is out of play until future notice. When the 
  character is rescued, details of the results will be listed in 
  a future scenario or a public announcement will be made. 
  Additionally, to aid the Principality of Ulek Triad, please 
  write fltriad@aol.com and let them know what has 
  happened to your character. Please include your real 
  name, RPGA number, character’s name, class(es), level 
  and any additional relevant information. 
  � Debt to Melavelonce 
  This signifies that this PC owes one favor (a debt) to 
  Melavelonce, which can be claimed at Melavelonce's 
  choosing.  The debt will be claimed at a future time. 
  � Enmity of Melavelonce 
  This PC attacked or gravely insulted Melavelonce causing 
  Melavelonce and his kind to feel a great enmity. 
  � Recommendation for the Mine Rangers 
  Dimble "Cloak" Beren has given you his personal 
  recommendation to join the Mine Rangers, a special 
  organization that serves in the protection and 
  investigation of the mines of the Principality of Ulek. 
  The use of this recommendation will appear in a future 
  scenario or meta-gaming opportunity. The full benefits 
  and responsibilities will be detailed at that time but also 
  some additional prerequisites will also need to be met 
  before the character can officially join. 
  � Enhanced Derro Poison Antidote 
  Drinking this antidote cures 2d4 points of temporary 
  Strength ability damage (in the same way that a lesser 
  restoration spell does) but only does so if the damage was 
  done by a poison of Derro make.  It does not cure damage 
  or neutralize effects of other poisons.  This antidote spoils 
  two years from when this event was played.  Only one 
  antidote may be purchased. 
   
  Market Price: 150 gp; Weight: 1 lb. 
  � Mushroom Wine 
  This wine was created by the gnomish clan of Daergel, 
  who resides in the caves of the northern Lortmil Hills 
  within the Principality of Ulek. 
   
  Market Price: 100 gp (per bottle); Weight: 1 lb. 
  � Gnome Golden Light 
  A fine, lightweight beer with flowery accents, this is a 
  favorite trade item with humans and halflings. 
   
  Market Price: 10 gp (per gallon); Weight: 1 lb. 
  � Gnome Battlepick 
  A gnome battlepick is crafted and weighted to be used by 
  creatures of Small size.  A Small character can use a 
  gnome battlepick two-handed as a martial weapon. 
   
  Market Price: 10 gp; Weight: 5 lb; Damage: 1d6/x4; 
  Type: Piercing. 
  � Gnome Calculus 
  This oversized sling is made to fire flasks filled with 
  liquid.  Common ammunition includes, alchemist's fire 
  and 
  other 
  alchemical 
  substances. 
   
  Alchemical 
  ammunition deals damage according to its properties, but 
  it gains the range increment of the gnome calculus (50 
  ft.). 
   
  Market Price: 50 gp; Weight: 2 lb. 
  � Gnome Crossbow Sight 
  This device comes in two parts: an eyepiece that attaches 
  to the stock of a crossbow and a sight that is affixed to the 
  end of the weapon.  When calibrated properly, the sights 
  allow the user to focus more carefully on a target.  The 
  user treats the targets as if they were two range 
  increments closer.  It has no effect on targets within the 
  first two range increments. 
   
  Market Price: 150 gp; Weight: 1 lb. 
  � +1 Light Crossbow of Exhausting 
  This light crossbow deals +1d6 points of additional 
  damage with each successful hit.  However, all the 
  damage it deals (normal amount for weapon plus all 
  applicable bonuses) is subdual rather than normal 
  damage.  The exhausting effect is bestowed upon the 
  light crossbow's ammunition. 
   
  Market Price: 8,335 gp; Weight: 6 lb. 
  
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  Items for the Adventure Record 
  Item Access 
  APL 4: 
  � Enhanced Derro Poison Antidote (Adventure, 
  see above) 
  � Gnome Battlepick (Adventure, see above) 
  � Gnome Calculus (Adventure, see above) 
  � Gnome Crossbow Sight (Adventure, see above) 
  � +1 Light Crossbow of Exhausting (Adventure, 
  see above) 
  � Gnome Golden Light (Adventure, see above) 
  � Mushroom Wine (Adventure, see above) 
  � Bead of Force (Adventure, DMG) 
  � Potion of Cure Serious Wounds (Adventure, 
  DMG) 
  � Potion of Fire Breath (Adventure, DMG) 
  � Potion of Fly (Adventure, DMG) 
  � Potion of Gaseous Form (Adventure, DMG) 
  � Potion of Heroism (Adventure, DMG) 
  � Potion of Tongues (Adventure, DMG) 
  � Ring of Feather Falling (Adventure, DMG) 
  � Wand of Summon Monster II (Adventure, 3
  rd 
  level caster, DMG) 
  APL 6 (APL 4 Items plus): 
  � Gloves of Arrow Snaring (Adventure, DMG) 
  APL 8 (APL 4, 6 Items plus): 
  � Staff of Charming (Adventure, DMG) 
  APL 10 (APL 4, 6, 8 Items plus): 
  � Hand of the Mage (Adventure, DMG) 
  � Screaming Bolt (Adventure, DMG) 
  � Scroll of Summon Monster VII (Adventure, 13
  th 
  level caster, DMG) 
  � Wand of Slow (Adventure, 5
  th level caster, 
  DMG) 
  APL 12 (APL 4, 6, 8, 10 Items plus): 
  � Potion of Haste (Adventure, DMG) 
   
  
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  Appendix I: NPCs 
   
  Encounter Nine 
  APL 6 
  Gray Ooze: Medium-size ooze; HD 6d10+10; hp 53; Init 
  –5 (Dex); Spd 10 ft.; AC 5 (touch 5, flat-footed 5); Atks +5 
  melee (1d6+1 and 1d6 acid, slam); SA Improved grab, 
  acid, corrosion, constrict 1d6+1 and 1d6 acid; SQ 
  Blindsight, cold and fire immunity, ooze, camouflage; AL 
  N; SV Fort +2, Ref -3, Will -3; Str 12, Dex 1, Con 11, Int -, 
  Wis 1, Cha 1. 
  APL 8, 10, 12 
  Gray Ooze: Large ooze; HD 9d10+28; hp 89; Init -5; Spd 
  10 ft.; AC 6 (touch 4, flat-footed 6); Atks +10/+5 melee 
  (1d8+5 and 1d6 acid, slam); SA Improved grab, acid, 
  corrosion, constrict 1d8+5 and 1d6 acid; SQ Blindsight, 
  cold and fire immunity, ooze, camouflage; AL N; SV Fort 
  +5, Ref -2, Will -2; Str 20, Dex 1, Con 15, Int -, Wis 1, Cha 
  1. 
  Encounters Fourteen & Twenty Two 
  APL 4 
  Derro: Male Derro Ftr2; Medium-size humanoid (dwarf); 
  HD 2d10+6; hp 20 each; Init +3 (Dex); Spd 20 ft.; AC 16 
  (touch 13, flat-footed 13); Atks +1 melee (1d4-1 [crit 19-
  20], dagger) or +6 ranged (1d8 plus poison [crit 19-20], 
  repeating crossbow); SA Poison; SQ Darkvision 30 ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +6, Ref +3, Will +1; Str 9, Dex 17, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +4, Jump +3, Listen +2, Spot 
  +3; Blind-Fight, Exotic Weapon Proficiency (repeating 
  crossbow), Point Blank Shot, Weapon Focus (repeating 
  crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, repeating 
  crossbow, 3 cases of 5 bolts each, dagger. 
  APL 6 
  Derro: Male Derro Ftr4; Medium-size humanoid (dwarf); 
  HD 4d10+12; hp 39 each; Init +4 (Dex); Spd 20 ft.; AC 17 
  (touch 14, flat-footed 13); Atks +3 melee (1d4-1 [crit 19-
  20], dagger) or +9 ranged (1d8+2 plus poison [crit 19-20], 
  repeating crossbow); SA Poison; SQ Darkvision 30 ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +7, Ref +5, Will +2; Str 9, Dex 18, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +4, Jump +3, Listen +3, Spot 
  +4, Tumble +5; Blind-Fight, Exotic Weapon Proficiency 
  (repeating crossbow), Point Blank Shot, Precise Shot, 
  Weapon 
  Focus 
  (repeating 
  crossbow), 
  Weapon 
  Specialization (repeating crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, repeating 
  crossbow, 3 cases of 5 bolts each, dagger. 
  APL 8, 10, 12 
  Derro: Male Derro Ftr6; Medium-size humanoid (dwarf); 
  HD 6d10+18; hp 59 each; Init +8 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 17 (touch 14, flat-footed 13); 
  Atks +5/+0 melee (1d4-1 [crit 19-20], dagger) or +11/+6 
  ranged (1d8+2 plus poison [crit 19-20], repeating 
  crossbow); 
  SA 
  Poison; 
  SQ 
  Darkvision 
  30 
  ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +8, Ref +6, Will +5; Str 9, Dex 18, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +5, Listen +2, Jump +5, 
  Tumble +1; Blind-Fight, Exotic Weapon Proficiency 
  (repeating crossbow), Improved Initiative, Iron Will, 
  Point Blank Shot, Precise Shot, Weapon Focus (repeating 
  crossbow), Weapon Specialization (repeating crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, repeating 
  crossbow, 3 cases of 5 bolts each, dagger. 
  Encounter Twenty 
  Hook Horror: Large aberration; HD 10d8+20; hp 75; Init 
  +3 (Dex); Spd 20 ft., climb 20 ft.; AC 22 (touch 12, flat-
  footed 19); Atks +13 melee (1d6+7, 2 claws), +8 melee 
  (2d6+3, bite); Face/Reach 5 ft. by 5 ft./10 ft.; SA Improved 
  grab, power sunder, rending bit; SQ Blindsight 60 ft., 
  light vulnerability; AL N; SV Fort +5, Ref +6, Will +8; Str 
  24, Dex 17, Con 14, Int 7, Wis 12, Cha 9. 
   
  Skills and Feats: Climb +16, Hide +16, Jump +15, 
  Listen +13; Cleave, Improved Trip, Power Attack. 
  
  ULP3-03 Even Further Downward 
   
  Page 27 
   
  Improved Grab (Ex): If a hook horror hits an 
  opponent that is at least one size category smaller than 
  itself with both claw attacks, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus +18).  
  If it gets a hold, it automatically hits with its rending bite 
  attack on the same round.  (This replaces its normal bite 
  attack for that round.)  There after, the hook horror has 
  the option to conduction the grapple normally, or simply 
  use its claws to hold the opponent (-20 penalty on grapple 
  check but the hook horror is not considered grappled).  
  In either case, each successful grapple check it makes 
  during successive rounds automatically deals damage for 
  both claw attacks and a rending bit. 
   
  Power Sunder (Ex): A hook horror attempting to 
  strike a foe's weapon or shield does not incur an attack of 
  opportunity.  On a successful power sunder attack, a 
  hook horror deals double damage. 
   
  Rending Bite (Ex): A hook horror can automatically 
  bit a grabbed foe for 3d6+10 points of damage. 
   
  Blindsight (Ex): A hook horror emits high-frequency 
  sounds, inaudible to most other creatures, that bounce off 
  nearby objects and creatures.  This ability enables it to 
  discern objects and creatures within 60 feet.  The hook 
  horror usually does not need to make Spot or Listen 
  checks to notice a creature within range of its blindsight. 
   A silence spell negates this ability and forces the hook 
  horror to rely on its weak vision, which has a range of 10 
  feet. 
   
  Light Sensitivity (Ex): Exposure to bright light (such 
  as sunlight or a daylight spell) imposes a -2 penalty on a 
  hook horror's attack rolls. 
  Encounter Twenty One 
  Two-Headed Stirge: Tiny Beast; HD 3d10+3; hp 25; Init 
  +4 (Dex); Spd 10 ft., fly 40 ft. (average); AC 17 (touch 16, 
  flat-footed 13); Atks +8 melee (1d3-4, 2 touches); SA 
  Attach, blood drain; AL N; SV Fort +4, Ref +7, Will +2; Str 
  3, Dex 19, Con 12, Int 1, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +3, Hide +16, Search -3, Spot 
  +3; Weapon Finesse (touch). 
  Two-Headed Pyro Stirge: Tiny Beast (Fire); HD 3d10+3; 
  hp 25; Init +4 (Dex); Spd 10 ft., fly 40 ft. (average); AC 17 
  (touch 16, flat-footed 13); Atks +8 melee (1d3-4, 2 
  touches); SA Attach, blood drain, fire breath, SQ Fire 
  Subtype; AL N; SV Fort +4, Ref +7, Will +2; Str 3, Dex 19, 
  Con 12, Int 1, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +3, Hide +16, Search -3, Spot 
  +3; Weapon Finesse (touch). 
   
  Fire Breath: A two-headed pyro stirge can breath jets 
  of fire 10 feet high, 10 feet wide and 20 feet long.  All 
  heads breathe once every 1d4 rounds and each jet deals 
  3d6 points of fire damage per head.  A successful Reflex 
  save (DC 12) halves the damage. 
   
  Fire Subtype: A multihead pyro stirge is immune to 
  fire damage and takes a -10 penalty on saves against cold 
  attacks.  If a cold attack does not allow a saving throw, the 
  creature takes double damage instead. 
  Encounter Twenty Three 
  APL 4 
  Derro: Male Derro Ftr2; Medium-size humanoid (dwarf); 
  HD 2d10+6; hp 20 each; Init +3 (Dex); Spd 20 ft.; AC 16 
  (touch 13, flat-footed 13); Atks +1 melee (1d4-1 [crit 19-
  20], dagger) or +6 ranged (1d8 plus poison [crit 19-20], 
  repeating crossbow); SA Poison; SQ Darkvision 30 ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +6, Ref +3, Will +1; Str 9, Dex 17, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +4, Jump +3, Listen +2, Spot 
  +3; Blind-Fight, Exotic Weapon Proficiency (repeating 
  crossbow), Point Blank Shot, Weapon Focus (repeating 
  crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, repeating 
  crossbow, 3 cases of 5 bolts each, dagger, potion of 
  gaseous form (Derro #1 only), potion of heroism (Derro 
  #2 only). 
  Derro Savant: Male Derro Sor6; Medium-size humanoid 
  (dwarf); HD 6d4+24; hp 36; Init +6 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 12 (touch 12, flat-footed 10); 
  Atks +2 melee (1d4-1 plus poison [crit 19-20], dagger); SA 
  Poison; SQ Darkvision 30 ft., stonecunning, +2 racial 
  bonus on saving throws against poison, spells, and spell-
  like effects, +1 racial bonus to attack rolls against orcs and 
  goblinoids, +4 dodge bonus against giants, sunlight 
  vulnerability; SR 18; AL CE; SV Fort +6, Ref +4, Will +6; 
  Str 8, Dex 14, Con 18, Int 12, Wis 12, Cha 16. 
   
  Skills and Feats: Alchemy +10, Concentration +17, 
  Spellcraft +10; Augment Summoning, Blind-Fight, 
  Combat Casting, Improved Initiative. 
   
  Spells Known (6/7/6/4; base DC = 13 + spell level): 0 
  – arcane mark, daze, detect magic, detect poison, 
  guidance, mage hand, read magic; 1
  st – grease, mage 
  armor, shield, summon monster I; 2
  nd – invisibility (pre-
  cast three times), summon monster II; 3
  rd – haste. 
   
  Poison (dagger): Derro substance; injury DC 14; 
  Initial damage 2d6 Str; Secondary damage 2d6 Str. 
  
  ULP3-03 Even Further Downward 
   
  Page 28 
   
  Possessions: dagger (poisoned), potion of cure 
  serious wounds, potion of fly, ring of feather falling, 
  wand of monster summoning II. 
   
  Familiar (Toad): Diminutive magical beast; HD 8d8; 
  hp 26; Init +1 (Dex); Spd 5 ft.; AC 19 (touch 15, flat-footed 
  18); Atks –1 (touch attack); Face/Reach 1 ft. by 1 ft./0 ft.; 
  SQ Alertness, improved evasion, share spells, empathic 
  link, touch, speak with master, speak with animals of its 
  type; AL CE; SV Fort +2, Ref +3, Will +8; Str 1, Dex 12, 
  Con 11, Int 9, Wis 14, Cha 4 
   
  Skills: Hide +21, Listen +5, Spot +5. 
  APL 6 
  Derro: Male Derro Ftr4; Medium-size humanoid (dwarf); 
  HD 4d10+12; hp 39 each; Init +4 (Dex); Spd 20 ft.; AC 17 
  (touch 14, flat-footed 13); Atks +3 melee (1d4-1 [crit 19-
  20], dagger) or +9 ranged (1d8+2 plus poison [crit 19-20], 
  repeating crossbow); SA Poison; SQ Darkvision 30 ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +7, Ref +5, Will +2; Str 9, Dex 18, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +4, Jump +3, Listen +3, Spot 
  +4, Tumble +5; Blind-Fight, Exotic Weapon Proficiency 
  (repeating crossbow), Point Blank Shot, Precise Shot, 
  Weapon 
  Focus 
  (repeating 
  crossbow), 
  Weapon 
  Specialization (repeating crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, repeating 
  crossbow, 3 cases of 5 bolts each, dagger, potion of 
  gaseous form (Derro #1 only), potion of heroism (Derro 
  #2 only). 
  Derro Savant: Male Derro Sor8; Medium-size humanoid 
  (dwarf); HD 8d4+32; hp 48; Init +6 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 12 (touch 12, flat-footed 10); 
  Atks +3 melee (1d4-1 plus poison [crit 19-20], dagger); SA 
  Poison; SQ Darkvision 30 ft., stonecunning, +2 racial 
  bonus on saving throws against poison, spells, and spell-
  like effects, +1 racial bonus to attack rolls against orcs and 
  goblinoids, +4 dodge bonus against giants, sunlight 
  vulnerability; SR 18; AL CE; SV Fort +6, Ref +4, Will +7; 
  Str 8, Dex 14, Con 18, Int 12, Wis 13, Cha 16. 
   
  Skills and Feats: Alchemy +12, Concentration +19, 
  Spellcraft +12; Augment Summoning, Blind-Fight, 
  Combat Casting, Improved Initiative. 
   
  Spells Known (6/7/7/6/3; base DC = 13 + spell level): 
  0 – arcane mark, daze, detect magic, detect poison, 
  guidance, mage hand, read magic, resistance; 1
  st – color 
  spray, grease, mage armor, shield, summon monster I; 2
  nd 
  – invisibility (pre-cast three times), summon monster II, 
  web; 3
  rd – haste, summon monster III; 4
  th – summon 
  monster IV. 
   
  Poison (dagger): Derro substance; injury DC 14; 
  Initial damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: dagger (poisoned), gloves of arrow 
  snaring, potion of cure serious wounds, potion of fly, ring 
  of feather falling, wand of monster summoning II. 
   
  Familiar (Toad): Diminutive magical beast; HD 8d8; 
  hp 26; Init +1 (Dex); Spd 5 ft.; AC 19 (touch 15, flat-footed 
  18); Atks –1 (touch attack); Face/Reach 1 ft. by 1 ft./0 ft.; 
  SQ Alertness, improved evasion, share spells, empathic 
  link, touch, speak with master, speak with animals of its 
  type; AL CE; SV Fort +2, Ref +3, Will +8; Str 1, Dex 12, 
  Con 11, Int 9, Wis 14, Cha 4 
   
  Skills: Hide +21, Listen +5, Spot +5. 
  APL 8 
  Derro: Male Derro Ftr6; Medium-size humanoid (dwarf); 
  HD 6d10+18; hp 59 each; Init +8 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 17 (touch 14, flat-footed 13); 
  Atks +5/+0 melee (1d4-1 [crit 19-20], dagger) or +11/+6 
  ranged (1d8+2 plus poison [crit 19-20], repeating 
  crossbow); 
  SA 
  Poison; 
  SQ 
  Darkvision 
  30 
  ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +8, Ref +6, Will +5; Str 9, Dex 18, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +5, Listen +2, Jump +5, 
  Tumble +1; Blind-Fight, Exotic Weapon Proficiency 
  (repeating crossbow), Improved Initiative, Iron Will, 
  Point Blank Shot, Precise Shot, Weapon Focus (repeating 
  crossbow), Weapon Specialization (repeating crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, repeating 
  crossbow, 3 cases of 5 bolts each, dagger, potion of 
  gaseous form (Derro #1 only), potion of heroism (Derro 
  #2 only). 
  Derro 
  Savant: 
  Male 
  Derro 
  Sor10; 
  Medium-size 
  humanoid (dwarf); HD 10d4+40; hp 60; Init +6 (Dex, 
  Improved Initiative); Spd 20 ft.; AC 12 (touch 12, flat-
  footed 10); Atks +4 melee (1d4-1 plus poison [crit 19-20], 
  dagger); SA Poison; SQ Darkvision 30 ft., stonecunning, 
  +2 racial bonus on saving throws against poison, spells, 
  and spell-like effects, +1 racial bonus to attack rolls 
  against orcs and goblinoids, +4 dodge bonus against 
  giants, sunlight vulnerability; SR 18; AL CE; SV Fort +7, 
  Ref +5, Will +9; Str 8, Dex 14, Con 18, Int 12, Wis 14, Cha 
  16. 
   
  Skills and Feats: Alchemy +14, Concentration +23, 
  Spellcraft +14; Augment Summoning, Blind-Fight, 
  
  ULP3-03 Even Further Downward 
   
  Page 29 
  Combat Casting, Improved Initiative, Skill Focus 
  (Concentration). 
   
  Spells Known (6/7/7/7/5/3; base DC = 13 + spell 
  level): 0 – arcane mark, daze, detect magic, detect poison, 
  guidance, mage hand, ray of frost, read magic, resistance; 
  1
  st – color spray, grease, mage armor, shield, summon 
  monster I; 2
  nd – glitterdust, invisibility (pre-cast three 
  times), summon monster II, web; 3
  rd – haste, hold person, 
  summon monster III; 4
  th – Evard's black tentacles, 
  summon monster IV; 5
  th – summon monster V. 
   
  Poison (dagger): Derro substance; injury DC 14; 
  Initial damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: dagger (poisoned), gloves of arrow 
  snaring, potion of cure serious wounds, potion of fly, ring 
  of feather falling, staff of charming, wand of monster 
  summoning II. 
   
  Familiar (Toad): Diminutive magical beast; HD 8d8; 
  hp 26; Init +1 (Dex); Spd 5 ft.; AC 19 (touch 15, flat-footed 
  18); Atks –1 (touch attack); Face/Reach 1 ft. by 1 ft./0 ft.; 
  SQ Alertness, improved evasion, share spells, empathic 
  link, touch, speak with master, speak with animals of its 
  type; AL CE; SV Fort +2, Ref +3, Will +8; Str 1, Dex 12, 
  Con 11, Int 9, Wis 14, Cha 4 
   
  Skills: Hide +21, Listen +5, Spot +5. 
  APL 10 
  Derro: Male Derro Ftr6; Medium-size humanoid (dwarf); 
  HD 6d10+18; hp 59 each; Init +8 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 17 (touch 14, flat-footed 13); 
  Atks +5/+0 melee (1d4-1 [crit 19-20], dagger) or +12/+7 
  ranged (1d8+2 plus poison [crit 19-20], repeating 
  crossbow); 
  SA 
  Poison; 
  SQ 
  Darkvision 
  30 
  ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +8, Ref +6, Will +5; Str 9, Dex 18, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +5, Listen +2, Jump +5, 
  Tumble +1; Blind-Fight, Exotic Weapon Proficiency 
  (repeating crossbow), Improved Initiative, Iron Will, 
  Point Blank Shot, Precise Shot, Weapon Focus (repeating 
  crossbow), Weapon Specialization (repeating crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, masterwork 
  repeating crossbow, 3 cases of 5 bolts each, 4 screaming 
  bolts, dagger, potion of gaseous form (Derro #1 only), 
  potion of heroism (Derro #2 only). 
  Derro 
  Savant: 
  Male 
  Derro 
  Sor10; 
  Medium-size 
  humanoid (dwarf); HD 10d4+40; hp 60; Init +6 (Dex, 
  Improved Initiative); Spd 20 ft.; AC 12 (touch 12, flat-
  footed 10); Atks +4 melee (1d4-1 plus poison [crit 19-20], 
  dagger); SA Poison; SQ Darkvision 30 ft., stonecunning, 
  +2 racial bonus on saving throws against poison, spells, 
  and spell-like effects, +1 racial bonus to attack rolls 
  against orcs and goblinoids, +4 dodge bonus against 
  giants, sunlight vulnerability; SR 18; AL CE; SV Fort +7, 
  Ref +5, Will +9; Str 8, Dex 14, Con 18, Int 12, Wis 14, Cha 
  16. 
   
  Skills and Feats: Alchemy +14, Concentration +23, 
  Spellcraft +14; Augment Summoning, Blind-Fight, 
  Combat Casting, Improved Initiative, Skill Focus 
  (Concentration). 
   
  Spells Known (6/7/7/7/5/3; base DC = 13 + spell 
  level): 0 – arcane mark, daze, detect magic, detect poison, 
  guidance, mage hand, ray of frost, read magic, resistance; 
  1
  st – color spray, grease, mage armor, shield, summon 
  monster I; 2
  nd – glitterdust, invisibility (pre-cast three 
  times), summon monster II, web; 3
  rd – haste, hold person, 
  summon monster III; 4
  th – Evard's black tentacles, 
  summon monster IV; 5
  th – summon monster V. 
   
  Poison (dagger): Derro substance; injury DC 14; 
  Initial damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: dagger (poisoned), gloves of arrow 
  snaring (Savant #1 only), hand of the mage (Savant #2 
  only), potion of cure serious wounds (Savant #1 only), 
  potion of fly (Savant #1 only), ring of feather falling 
  (Savant #1 only), scroll of monster summoning VII 
  (Savant #2 only), staff of charming (Savant #1 only), wand 
  of monster summoning II (Savant #1 only), wand of slow 
  (Savant #2 only). 
   
  Familiar (Toad): Diminutive magical beast; HD 8d8; 
  hp 26; Init +1 (Dex); Spd 5 ft.; AC 19 (touch 15, flat-footed 
  18); Atks –1 (touch attack); Face/Reach 1 ft. by 1 ft./0 ft.; 
  SQ Alertness, improved evasion, share spells, empathic 
  link, touch, speak with master, speak with animals of its 
  type; AL CE; SV Fort +2, Ref +3, Will +8; Str 1, Dex 12, 
  Con 11, Int 9, Wis 14, Cha 4 
   
  Skills: Hide +21, Listen +5, Spot +5. 
  APL 12 
  Derro: Male Derro Ftr6; Medium-size humanoid (dwarf); 
  HD 6d10+18; hp 59 each; Init +8 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 17 (touch 14, flat-footed 13); 
  Atks +5/+0 melee (1d4-1 [crit 19-20], dagger) or +12/+7 
  ranged (1d8+2 plus poison [crit 19-20], repeating 
  crossbow); 
  SA 
  Poison; 
  SQ 
  Darkvision 
  30 
  ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +8, Ref +6, Will +5; Str 9, Dex 18, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +5, Listen +2, Jump +5, 
  Tumble +1; Blind-Fight, Exotic Weapon Proficiency 
  
  ULP3-03 Even Further Downward 
   
  Page 30 
  (repeating crossbow), Improved Initiative, Iron Will, 
  Point Blank Shot, Precise Shot, Weapon Focus (repeating 
  crossbow), Weapon Specialization (repeating crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, masterwork 
  repeating crossbow, 3 cases of 5 bolts each, 4 screaming 
  bolts, dagger, potion of gaseous form (Derro #1 only), 
  potion of heroism (Derro #2 only). 
  Derro Savant (3): Male Derro Sor10; Medium-size 
  humanoid (dwarf); HD 10d4+40; hp 60; Init +6 (Dex, 
  Improved Initiative); Spd 20 ft.; AC 12 (touch 12, flat-
  footed 10); Atks +4 melee (1d4-1 plus poison [crit 19-20], 
  dagger); SA Poison; SQ Darkvision 30 ft., stonecunning, 
  +2 racial bonus on saving throws against poison, spells, 
  and spell-like effects, +1 racial bonus to attack rolls 
  against orcs and goblinoids, +4 dodge bonus against 
  giants, sunlight vulnerability; SR 18; AL CE; SV Fort +7, 
  Ref +5, Will +9; Str 8, Dex 14, Con 18, Int 12, Wis 14, Cha 
  16. 
   
  Skills and Feats: Alchemy +14, Concentration +23, 
  Spellcraft +14; Augment Summoning, Blind-Fight, 
  Combat Casting, Improved Initiative, Skill Focus 
  (Concentration). 
   
  Spells Known (6/7/7/7/5/3; base DC = 13 + spell 
  level): 0 – arcane mark, daze, detect magic, detect poison, 
  guidance, mage hand, ray of frost, read magic, resistance; 
  1
  st – color spray, grease, mage armor, shield, summon 
  monster I; 2
  nd – glitterdust, invisibility (pre-cast three 
  times), summon monster II, web; 3
  rd – haste, hold person, 
  summon monster III; 4
  th – Evard's black tentacles, 
  summon monster IV; 5
  th – summon monster V. 
   
  Poison (dagger): Derro substance; injury DC 14; 
  Initial damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: dagger (poisoned), gloves of arrow 
  snaring (Savant #1 only), hand of the mage (Savant #2 
  only), potion of cure serious wounds (Savant #1 only), 
  potion of fly (Savant #1 only), ring of feather falling 
  (Savant #1 only), scroll of monster summoning VII 
  (Savant #2 only), staff of charming (Savant #1 only), wand 
  of monster summoning II (Savant #1 only), wand of slow 
  (Savant #3 only). 
   
  Familiar (Toad): Diminutive magical beast; HD 8d8; 
  hp 26; Init +1 (Dex); Spd 5 ft.; AC 19 (touch 15, flat-footed 
  18); Atks –1 (touch attack); Face/Reach 1 ft. by 1 ft./0 ft.; 
  SQ Alertness, improved evasion, share spells, empathic 
  link, touch, speak with master, speak with animals of its 
  type; AL CE; SV Fort +2, Ref +3, Will +8; Str 1, Dex 12, 
  Con 11, Int 9, Wis 14, Cha 4 
   
  Skills: Hide +21, Listen +5, Spot +5. 
  Encounter Twenty Four 
  Grimstone: 
  Male 
  Grimlock 
  Rng10; 
  Medium-Size 
  Monstrous Humanoid; HD 2d8+10d10+36; hp 114; Init 
  +8 (Dex, Improved Initiative); Spd 30 ft.; AC 18 (touch 14, 
  flat-footed 14); Atks +17/+12 melee (1d8+6 [crit x3], 
  battleaxe); SA Blindsight; SQ Immunities, scent, favored 
  enemies (1-derro, 2-drow, 3-vermin); AL NE; SV Fort +10, 
  Ref +10, Will +7; Str 18, Dex 18, Con 16, Int 10, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Climb +9, Hide +32, Listen +21, 
  Move Silently +17, Search +5, Spot +18; Ambidexterity 
  (B), Combat Reflexes, Dodge, Improved Initiative, 
  Mobility, Spring Attack, Track (B), Two-Weapon 
  Fighting (B). 
   
  Spells Known (2/1; base DC = 11 + spell level): 1
  st – 
  delay poison, pass without trace; 2
  nd – cure light wounds. 
   
  Possessions: masterwork stone battleaxe. 
  Brittlelock: Male Grimlock Rog7/ShD3; Medium-Size 
  Monstrous Humanoid; HD 2d8+7d6+3d8+36; hp 89; Init 
  +9 (Dex, Improved Initiative); Spd 30 ft.; AC 19 (touch 15, 
  flat-footed 14); Atks +13/+8 melee (1d8+4 [crit x3], 
  battleaxe); SA Blindsight, sneak attack (+4d6); SQ 
  Immunities, scent, evasion, uncanny dodge, hide in plain 
  sight, shadow illusion, summon shadow; AL NE; SV Fort 
  +6, Ref +16, Will +7; Str 16, Dex 20, Con 16, Int 10, Wis 
  12, Cha 4. 
   
  Skills and Feats: Balance +8, Climb +8, Hide +33, 
  Jump +13, Listen +21, Move Silently +18, Perform +7, 
  Search +18, Spot +18, Tumble +15; Combat Reflexes, 
  Dodge, Improved Initiative, Mobility, Spring Attack. 
   
  Possessions: masterwork stone battleaxe. 
  Melavelonce: Male Mind Flayer Mnk1/Wiz12; Medium-
  size aberration; HD 8d8+1d8+11d4+60; hp 132; Init +8 
  (Dex, Improved Initiative); Spd 30 ft.; AC 26 (touch 23, 
  flat-footed 22); Atks +1 melee (1d4, 4 tentacles); SA Mind 
  blast, psionics, improved grab, extract, unarmed strike, 
  stunning attack; SQ telepathy, evasion; SR 25; AL LE; SV 
  Fort +11, Ref +12, Will +21; Str 10, Dex 18, Con 16, Int 28 
  (24 w/o fox's cunning), Wis 20, Cha 18. 
   
  Skills 
  and 
  Feats: 
  Alchemy 
  +19, 
  Bluff 
  +15, 
  Concentration +31, Hide +16, Intimidate +15, Knowledge 
  (Arcana) +31, Knowledge (b) +30, Knowledge (c) +19, 
  Knowledge (d) +19, Knowledge (e) +19, Listen +21, Move 
  Silently +16, Scry +19, Spellcraft +19, Spot +18, Tumble 
  +10; Alertness, Brew Potion, Combat Casting, Dodge, 
  Extend Spell, Greater Spell Focus (Enchantment), 
  Improved Initiative, Leadership, Mobility, Scribe Scroll 
  (B), Silent Spell, Spell Focus (Enchantment), Weapon 
  Finesse. 
   
  Spells Known (4/6/6/6/4/4/3; base DC = 19 + spell 
  level): 0 – daze, detect magic, detect poison, read magic; 
  1
  st – charm person, endure elements [fire] (pre-cast: 20 
  
  ULP3-03 Even Further Downward 
   
  Page 31 
  hours left), endure elements [sonic] (pre-cast: 20 hours 
  left), hypnotism, mage armor (pre-cast: 20 hours left), 
  shield; 2
  nd – blindness/deafness, darkness, detect 
  thoughts, fox's cunning (pre-cast: 11 hours left), 
  glitterdust, web; 3
  rd – arcane sight (pre-cast: 11 minutes 
  left), clairaudience/clairvoyance (used), dispel magic, 
  haste, nondetection (pre-cast: 11 hours left), suggestion; 
  4th – charm monster, improved invisibility (pre-cast: 11 
  minutes left), minor globe of invulnerability, stoneskin 
  (pre-cast: 118 minutes left); 5
  th – dominate person, 
  dominate person, feeblemind, mind fog; 6
  th – geas/quest, 
  mass suggestion, true seeing (pre-cast: 11 minutes left). 
   
  Possessions: robe, bone dagger. 
  Encounter Twenty Seven 
  APL 4 
  Derro: Male Derro Ftr2; Medium-size humanoid (dwarf); 
  HD 2d10+6; hp 20 each; Init +3 (Dex); Spd 20 ft.; AC 16 
  (touch 13, flat-footed 13); Atks +1 melee (1d4-1 [crit 19-
  20], dagger) or +6 ranged (1d8 plus poison [crit 19-20], 
  repeating crossbow); SA Poison; SQ Darkvision 30 ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +6, Ref +3, Will +1; Str 9, Dex 17, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +4, Jump +3, Listen +2, Spot 
  +3; Blind-Fight, Exotic Weapon Proficiency (repeating 
  crossbow), Point Blank Shot, Weapon Focus (repeating 
  crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, repeating 
  crossbow, 3 cases of 5 bolts each, dagger, potion of fire 
  breath (Derro #1 only), potion of tongues (Derro #2 only). 
  APL 6 
  Derro: Male Derro Ftr2; Medium-size humanoid (dwarf); 
  HD 2d10+6; hp 20 each; Init +3 (Dex); Spd 20 ft.; AC 16 
  (touch 13, flat-footed 13); Atks +1 melee (1d4-1 [crit 19-
  20], dagger) or +6 ranged (1d8 plus poison [crit 19-20], 
  repeating crossbow); SA Poison; SQ Darkvision 30 ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +6, Ref +3, Will +1; Str 9, Dex 17, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +4, Jump +3, Listen +2, Spot 
  +3; Blind-Fight, Exotic Weapon Proficiency (repeating 
  crossbow), Point Blank Shot, Weapon Focus (repeating 
  crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, repeating 
  crossbow, 3 cases of 5 bolts each, dagger, potion of fire 
  breath (Derro #1 only), potion of tongues (Derro #4 only). 
  APL 8 
  Derro: Male Derro Ftr4; Medium-size humanoid (dwarf); 
  HD 4d10+12; hp 39 each; Init +4 (Dex); Spd 20 ft.; AC 17 
  (touch 14, flat-footed 13); Atks +3 melee (1d4-1 [crit 19-
  20], dagger) or +9 ranged (1d8+2 plus poison [crit 19-20], 
  repeating crossbow); SA Poison; SQ Darkvision 30 ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +7, Ref +5, Will +2; Str 9, Dex 18, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +4, Jump +3, Listen +3, Spot 
  +4, Tumble +5; Blind-Fight, Exotic Weapon Proficiency 
  (repeating crossbow), Point Blank Shot, Precise Shot, 
  Weapon 
  Focus 
  (repeating 
  crossbow), 
  Weapon 
  Specialization (repeating crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, repeating 
  crossbow, 3 cases of 5 bolts each, dagger, potion of fire 
  breath (Derro #1 only), potion of tongues (Derro #4 only). 
  APL 10 
  Derro: Male Derro Ftr6; Medium-size humanoid (dwarf); 
  HD 6d10+18; hp 59 each; Init +8 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 17 (touch 14, flat-footed 13); 
  Atks +5/+0 melee (1d4-1 [crit 19-20], dagger) or +11/+6 
  ranged (1d8+2 plus poison [crit 19-20], repeating 
  crossbow); 
  SA 
  Poison; 
  SQ 
  Darkvision 
  30 
  ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +8, Ref +6, Will +5; Str 9, Dex 18, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +5, Listen +2, Jump +5, 
  Tumble +1; Blind-Fight, Exotic Weapon Proficiency 
  (repeating crossbow), Improved Initiative, Iron Will, 
  Point Blank Shot, Precise Shot, Weapon Focus (repeating 
  crossbow), Weapon Specialization (repeating crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
  
  ULP3-03 Even Further Downward 
   
  Page 32 
   
  Possessions: studded leather armor, repeating 
  crossbow, 3 cases of 5 bolts each, dagger, potion of fire 
  breath (Derro #1 only), potion of tongues (Derro #4 only). 
   
  APL 12 
  Derro: Male Derro Ftr6; Medium-size humanoid (dwarf); 
  HD 6d10+18; hp 59 each; Init +8 (Dex, Improved 
  Initiative); Spd 20 ft.; AC 17 (touch 14, flat-footed 13); 
  Atks +5/+0 melee (1d4-1 [crit 19-20], dagger) or +12/+7 
  ranged (1d8+2 plus poison [crit 19-20], repeating 
  crossbow); 
  SA 
  Poison; 
  SQ 
  Darkvision 
  30 
  ft., 
  stonecunning, +2 racial bonus on saving throws against 
  poison, spells, and spell-like effects, +1 racial bonus to 
  attack rolls against orcs and goblinoids, +4 dodge bonus 
  against giants, sunlight vulnerability; SR 18; AL CE; SV 
  Fort +8, Ref +6, Will +5; Str 9, Dex 18, Con 16, Int 12, Wis 
  12, Cha 6. 
   
  Skills and Feats: Climb +5, Listen +2, Jump +5, 
  Tumble +1; Blind-Fight, Exotic Weapon Proficiency 
  (repeating crossbow), Improved Initiative, Iron Will, 
  Point Blank Shot, Precise Shot, Weapon Focus (repeating 
  crossbow), Weapon Specialization (repeating crossbow). 
   
  Poison (bolts): Derro substance; injury DC 14; Initial 
  damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: studded leather armor, masterwork 
  repeating crossbow, 3 cases of 5 bolts each, dagger, potion 
  of cure moderate wounds, potion of fire breath (Derro #1 
  only), potion of haste, potion of tongues (Derro #4 only). 
  Encounter Twenty Eight 
  APL 10, 12 
  Advanced Rust Monster: Large Aberration; HD 
  15d8+45; hp 124 each; Init +2 (Dex); Spd 40 ft.; AC 18 
  (touch 11, flat-footed 16); Atks +15/+10/+5 melee (rust, 
  antennae touch), +10 (1d3+2, bite); Face/Reach 5 ft. by 10 
  ft./10 ft.; SA Rust; SQ Scent; AL N; SV Fort +8, Ref +7, 
  Will +12; Str 18, Dex 15, Con 17, Int 2, Wis 13, Cha 8. 
   
  Skills and Feats: Listen +19, Spot +19; Alertness, 
  Combat Reflexes, Iron Will. 
  Encounter Thirty 
  APL 4 
  Flesh Half-Golem: Medium-size Construct; HD 1d10; 
  hp 8; Init +2 (Dex); Spd 15 ft. (cannot run); AC 22 (touch 
  12, flat-footed 20); Atks +8 melee (1d10+9 plus poison 
  [crit x3], dwarven waraxe); SA Poison; SQ Berserk, DR 
  5/silver, magic immunity (as flesh golem), Darkvision 60 
  ft., stonecunning, +2 racial bonus on saving throws 
  against poison, spells, and spell-like effects, +1 racial 
  bonus to attack rolls against orcs and goblinoids, +4 
  dodge bonus against giants; AL NE; SV Fort +4, Ref +2, 
  Will +2; Str 22, Dex 14, Con -, Int 2, Wis 14, Cha 1. 
   
  Skills and Feats: Spot +4; Blind-Fight, Weapon Focus 
  (dwarven waraxe). 
   
  Poison (dwarven waraxe): Derro substance; injury 
  DC 14; Initial damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: chainmail armor, dwarven waraxe. 
  APL 6 
  Flesh Half-Golem: Medium-size Construct; HD 1d10; 
  hp 8; Init +2 (Dex); Spd 15 ft. (cannot run); AC 22 (touch 
  12, flat-footed 20); Atks +8 melee (1d10+9 plus poison 
  [crit x3], dwarven waraxe); SA Poison; SQ Berserk, DR 
  5/silver, magic immunity (as flesh golem), Darkvision 60 
  ft., stonecunning, +2 racial bonus on saving throws 
  against poison, spells, and spell-like effects, +1 racial 
  bonus to attack rolls against orcs and goblinoids, +4 
  dodge bonus against giants; AL NE; SV Fort +4, Ref +2, 
  Will +2; Str 22, Dex 14, Con -, Int 2, Wis 14, Cha 1. 
   
  Skills and Feats: Spot +4; Blind-Fight, Weapon Focus 
  (dwarven waraxe). 
   
  Poison (dwarven waraxe): Derro substance; injury 
  DC 14; Initial damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: chainmail armor, dwarven waraxe. 
  APL 8 
  Flesh Half-Golem: Medium-size Construct; HD 3d10+3; 
  hp 25; Init +2 (Dex); Spd 15 ft. (cannot run); AC 22 (touch 
  12, flat-footed 20); Atks +10 melee (1d10+9 plus poison 
  [crit x3], dwarven waraxe); SA Poison; SQ Berserk, DR 
  5/silver, magic immunity (as flesh golem), Darkvision 60 
  ft., stonecunning, +2 racial bonus on saving throws 
  against poison, spells, and spell-like effects, +1 racial 
  bonus to attack rolls against orcs and goblinoids, +4 
  dodge bonus against giants; AL NE; SV Fort +5, Ref +3, 
  Will +3; Str 22, Dex 14, Con -, Int 2, Wis 14, Cha 1. 
   
  Skills and Feats: Listen +4, Spot +7; Alertness, Blind-
  Fight, Toughness, Weapon Focus (dwarven waraxe). 
   
  Poison (dwarven waraxe): Derro substance; injury 
  DC 14; Initial damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: chainmail armor, dwarven waraxe. 
  APL 10 
  Flesh Half-Golem: Medium-size Construct; HD 3d10+3; 
  hp 25; Init +2 (Dex); Spd 15 ft. (cannot run); AC 22 (touch 
  12, flat-footed 20); Atks +10 melee (1d10+9 plus poison 
  [crit x3], dwarven waraxe); SA Poison; SQ Berserk, DR 
  5/silver, magic immunity (as flesh golem), Darkvision 60 
  ft., stonecunning, +2 racial bonus on saving throws 
  against poison, spells, and spell-like effects, +1 racial 
  bonus to attack rolls against orcs and goblinoids, +4 
  
  ULP3-03 Even Further Downward 
   
  Page 33 
  dodge bonus against giants; AL NE; SV Fort +5, Ref +3, 
  Will +3; Str 22, Dex 14, Con -, Int 2, Wis 14, Cha 1. 
   
  Skills and Feats: Listen +4, Spot +7; Alertness, Blind-
  Fight, Toughness, Weapon Focus (dwarven waraxe). 
   
  Poison (dwarven waraxe): Derro substance; injury 
  DC 14; Initial damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: chainmail armor, dwarven waraxe. 
  APL 12 
  Flesh Half-Golem: Medium-size Construct; HD 6d10+3; 
  hp 48; Init +6 (Dex, Improved Initiative); Spd 15 ft. 
  (cannot run); AC 22 (touch 12, flat-footed 20); Atks +14 
  melee (1d10+11 plus poison [crit x3], dwarven waraxe); 
  SA Poison; SQ Berserk, DR 5/silver, magic immunity (as 
  flesh golem), Darkvision 60 ft., stonecunning, +2 racial 
  bonus on saving throws against poison, spells, and spell-
  like effects, +1 racial bonus to attack rolls against orcs and 
  goblinoids, +4 dodge bonus against giants; AL NE; SV 
  Fort +7, Ref +4, Will +4; Str 22, Dex 14, Con -, Int 2, Wis 
  14, Cha 1. 
   
  Skills and Feats: Jump +7, Listen +4, Spot +8; 
  Alertness, Blind-Fight, Improved Initiative, Power 
  Attack, Toughness, Weapon Focus (dwarven waraxe), 
  Weapon Specialization. 
   
  Poison (dwarven waraxe): Derro substance; injury 
  DC 14; Initial damage 2d6 Str; Secondary damage 2d6 Str. 
   
  Possessions: chainmail armor, masterwork dwarven 
  waraxe. 
  Encounter Thirty One 
  APL 10, 12 
  Advanced Flesh Golem (4): Large Construct; HD 18d10; 
  hp 135 each; Init -1 (Dex); Spd 30 ft. (cannot run); AC 18 
  (touch 8, flat-footed 18); Atks +18/+13/+8 melee (2d8+5, 2 
  slams); Face/Reach 5 ft. by 5 ft./10 ft.; SA Berserk; SQ 
  Scent; AL N; SV Fort +6, Ref +5, Will +6; Str 21, Dex 9, 
  Con -, Int -, Wis 11, Cha 1. 
  
  ULP3-03 Even Further Downward 
   
  Page 34 
  Player Handout #1: Note for Mine Ranger PCs 
   
  Dear Noted Member of the Mine Rangers, 
   
  Kindly meet me in the Gnomish village of Treehome as quickly as possible.  The freedom 
  of numerous slaves is at issue and with your assistance they may be able to breathe free 
  again. 
   
  Safe journeys to you, 
   
   
  Dimble "Cloak" Beren 
   
  
  ULP3-03 Even Further Downward 
   
  Page 35 
  Player Handout #2: Map of Lortmil Hills 
   
   
   
  
  ULP3-03 Even Further Downward 
   
  Page 36 
  Player Handout #3: Derro Mine Part I 
   
   
  
  ULP3-03 Even Further Downward 
   
  Page 37 
  Player Handout #4: Derro Mine Part II 
   
  [MAP FORTHCOMING] 
  
  ULP3-03 Even Further Downward 
   
  Page 38 
  DM Aid #1: Derro Mine Level 1 
   
  [MAP FORTHCOMING] 
  
  ULP3-03 Even Further Downward 
   
  Page 39 
  DM Aid #2: More Derro Mines 
   
  [MAP FORTHCOMING] 
  
  ULP3-03 Even Further Downward 
   
  Page 40 
  DM Aid #3: Even More Derro Mines 
   
  [MAP FORTHCOMING] 
  
  ULP3-03 Even Further Downward 
   
  Page 41 
  Even Further Downward 
  Critical Events Summary 
  for use at WiPoU #3 
   
   
  1) Did the PCs free the slaves? 
   
   
  YES  
  NO 
   
  2) How did the PCs react to Melavelonce, the mind flayer (illithid)? 
   
   
   
   
   
  3) What creatures did the PCs encounter? 
   
   
   
   
   
  4) Did any PC receive the recommendation to the Mine Rangers? 
   
   
   
  YES  
  NO 
   
  If so, who? [List name, PC name, RPGA #] 
   
   
   
   
  5) Did any PC get captured and enslaved by the Derro? 
   
   
   
  YES  
  NO 
   
  If so, who? [List name, PC name, RPGA #] 
   
   
   
   
  If you are running this scenario at the premiere, please turn this summary in with your packets.  The convention 
  coordinator should then email these results to Christopher Reed, PoU Triad, at fltriad@aol.com.  These results will 
  affect future scenarios. Thanks. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/593/Normal Scenarios/ULP3-03 - Even Further Downward (APL 4-12)/ULP3-03 - Even Further Downward.pdf