TEXT:  
  1 
   
    
   
  INTO THE 
  UNDERWORLD 
  PART 2 
  Lost in the Dark 
  A 2nd level 13TH AGE adventure in four two-hour sessions 
  By ASH LAW 
  
   
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  Author: ASH LAW 
  Editors & Developers: Rob Heinsoo & Jeremy ‘JV’ Virden 
  Cartography: ASH LAW 
  Layout: ASH LAW 
  Cover: ASH LAW, John Martin, and Gustave Doré 
  Illustration: Aaron McConnell, Lee Moyer, Rich Longmore, and ASH LAW 
  ©2015 Fire Opal Media, Inc. Produced by arrangement Pelgrane Press Ltd. All rights reserved. Product Identity: The following 
  items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, icons, place names, new deities, etc.), dialogue, banter 
  and comments from Jonathan and Rob or ASH, plots, story elements, locations, characters, artwork, and trade dress. (Elements that 
  have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material 
  designated as Product Identity (see above), the game mechanics of this Fire Opal Media, Inc. game product are Open Game Content, 
  as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as 
  Open Game Content may be reproduced in any form without written permission. 13th Age is published by Pelgrane Press Ltd. 
  under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 13th Age is a trademark of Fire Opal Media, 
  Inc. ©2015 Fire Opal Media, Inc. All rights reserved. 
   
   
  UNDERWORLD 
  PART 2 
  Lost in the Dark 
  
   
  3 
   
  Contents 
  The City of Silver Webs ........................... 5 
  Running this adventure ........................ 5 
  New Characters ....................................... 5 
  Entering the City .................................... 5 
  NPC—Lankmund ....................................... 6 
  The Market ................................................ 6 
  Icon Option: Elf Queen ............................... 6 
  Icon Option: Prince of Shadows ....... 7 
  A Way Down? ............................................ 7 
  Marketplace Guards (optional) ......... 8 
  Icon Option: Dwarf King or Elf 
  Queen........................................................ 8 
  Icon Option: Priestess .......................... 8 
  Guard Fight (optional) ......................... 9 
  Icon Option: Archmage ....................... 9 
  Icon Option: Diabolist ........................ 9 
  The Chase (optional) ............................ 11 
  Icon Option: Elf Queen ..................... 11 
  Icon Option: Prince of Shadows ..... 11 
  Arena Fight ............................................. 11 
  Icon Option: The Diabolist .............. 14 
  Icon Option: The Elf Queen ............. 14 
  Icon Option: The Prince of Shadows 
  or Dwarf King or Elf Queen ............ 14 
  Escaping the Arena (optional) .......... 14 
  Icon Option: Dwarf King .................. 14 
  Icon Option: Lich King or Orc Lord
   ................................................................. 14 
  The Way Down ........................................ 15 
  End of Session......................................... 15 
  The Demon-Queen’s Ship ........................ 16 
  Running this adventure ...................... 16 
  New Characters ..................................... 16 
  To the Deep Seas .................................... 16 
  Recap… ...................................................... 17 
  NPC—Ghostbeard the Pirate ............ 17 
  The Deep Docks ...................................... 17 
  Icon Option: Lich King ..................... 17 
  Icon Option: Great Gold Wyrm ..... 17 
  Undead Sailors ...................................... 18 
  Icon Option: Lich King ..................... 20 
  Icon Option: Archmage, Dwarf King, 
  or Prince of Shadows ........................ 20 
  The Great Falls...................................... 20 
  Icon Option: Dwarf King .................. 20 
  Icon Option: Lich King ..................... 20 
  Shark-bat Attack ................................... 21 
  Icon Option: Elf Queen ..................... 22 
  Icon Option: Diabolist ...................... 22 
  End of Session ........................................ 22 
  The Sea of Fire and Night ..................... 23 
  Running this adventure ...................... 23 
  New Characters ..................................... 23 
  Lightless Islands ................................... 23 
  NPC—Lasslite the Fairy ...................... 23 
  Sunless Sea ............................................... 24 
  Icon Option: Great Gold Wyrm ..... 24 
  Icon Option: The Three ..................... 24 
  Fire Worms .............................................. 25 
  Icon Option: Crusader ...................... 25 
  Icon Option: Orc Lord ..................... 25 
  Briny Flame ............................................. 26 
  Icon Option: Emperor ........................ 26 
  
   
  4 
   
  Icon Option: High Druid .................. 26 
  Azer Pirates ............................................. 27 
  Icon Option: Emperor ........................ 27 
  Icon Option: Dwarf King .................. 28 
  End of Session......................................... 28 
  Beyond the Pale Horizon ...................... 29 
  Running this adventure ...................... 29 
  New Characters ..................................... 29 
  The Pale Horizon .................................. 29 
  NPC—Luna Goldfriend ....................... 29 
  The Beach of Bones .............................. 30 
  Icon Option: High Druid .................. 30 
  Icon Option: Lich King or Priestess
   ................................................................. 31 
  Star-mask Skeletons ............................. 32 
  Icon Option: Archmage or Crusader
   ................................................................. 32 
  Icon Option: Lich King ...................... 32 
  The Temple of Light ............................. 34 
  Icon Option: Priestess ........................ 34 
  Icon Option: Lich King ...................... 34 
  Starved Vampires ................................... 35 
  Icon Option: Orc Lord or Priestess
   ................................................................. 35 
  Icon Option: Priestess ........................ 35 
  Icon Option: Archmage or Lich King
   ................................................................. 37 
  End of Part Two ..................................... 37 
  Random Encounters ................................. 38 
  Bone flower ............................................ 38 
  Glow moss ................................................ 38 
  Meteorite fragments ........................... 38 
  Strange flora and fauna ..................... 39 
  Talkative skull....................................... 39 
  Underworld traders ............................ 39 
  Unexpected corpse................................. 39 
  Azer sailors ............................................. 40 
  Catacomb dragon .................................. 41 
  Cave croakers ......................................... 42 
  Cave orcs .................................................. 43 
  Drow patrol ............................................ 44 
  Dredge-tribe kobolds .......................... 45 
  Fungaloids ............................................... 46 
  Haunted skull ........................................ 48 
  Kobold warband .................................... 49 
  Meeting with a jorogumo .................. 50 
  Rust monster ........................................... 51 
  Stirge hive ............................................... 52 
   
   
   
   
  
   
  5 
   
  The City of 
  Silver Webs 
  Running this adventure 
  This session is designed for 2nd level characters. 
  At the end of the session, each character should 
  gain an incremental advance.  
  At the start of the session, remember to ask 
  each player to roll their adventurer’s icon 
  relationships. Generally speaking a 6 can be 
  traded in for a clear benefit, a 5 when traded in 
  will benefit the adventurer or party but there will 
  be an associated complication, obligation, or 
  drawback. 
  The 
  session, 
  as 
  written, 
  should 
  take 
  approximately two hours. If you have time for 
  other encounters in the session before its end you 
  can pick from the following or roll a d6 for a 
  random 
  encounter 
  (you 
  can 
  find 
  these 
  encounters at the back of the adventure). For a 
  three to four hour game I’d suggest adding 
  between one and three random encounters 
  scattered throughout the adventure, for a longer 
  hour game I’d suggest adding between two and 
  six random encounters (with half coming from 
  the d20 table in the random encounters section at 
  the back of the adventure). 
  1. Catacomb dragon 
  2. Drow patrol 
  3. Fungaloids 
  4. Strange flora and fauna 
  5. Underworld traders 
  6. Roll twice and combine the results 
  New Characters 
  Here are some ideas for introducing new 
  characters: 
   
  The party is not the only group looking 
  for the Heart of the Sky. The icons sent 
  several groups of adventurers into the 
  underworld. The new character is the 
  lone survivor of another adventuring 
  group. 
   
  When the meteorite crashed down into 
  the dark, it destroyed underworld 
  settlements. If the new character is a 
  dwarf or a drow, it is conceivable that 
  they are the lone survivor of such a 
  settlement, or are looking for others who 
  were dragged off by star-masks into the 
  deeper underworld. 
   
  The new adventurer was on a different 
  quest in the underworld, unrelated to the 
  meteorite. When the meteorite crashed 
  through, it destroyed the location the 
  adventurer was heading to, and the 
  quest object fell down into the deeper 
  underworld with the meteorite. 
  Entering the City 
  The adventurers are attempting to find a 
  meteorite that crashed into the underworld, and 
  the fabled gem that it contains.  
  The party has finally made it to the city of the 
  drow, the fabled City of Silver Webs! Everywhere 
  in the city shining metal has been spun into 
  strands and used to suspend crystalline orbs full 
  of light. Airy spun-crystal bridges link the towers 
  of the dark elves, who stride majestically through 
  their domain. 
   
  I picture this as being an outpost 
  of the dark elves, far away from 
  the underworld beneath the 
  Queen’s Wood. Maybe a few 
  thousand dark elves, or “Silver 
  Folk” as they prefer to be called 
  (and their underworld trading partners and 
  ‘guests’), live here. Of course, you could play it 
  as being anything from a small fortified 
  trading outpost to a mighty city. 
   
  This is a montage scene. The point of this 
  montage is to describe the City of Silver Webs. 
  Turn to the first player and ask them to describe 
  a scene or place in the city, then turn to the player 
  to their right and ask them how their character 
  interacted with the scene or location. Go around 
  the group until everybody has had a chance to 
  describe an aspect of the city and everybody has 
  had a chance to have their character react to or 
  
   
  6 
   
  interact with the city. Introduce foreshadowing 
  of upcoming parts of the adventure as you go 
  around the table (for example mention the 
  gladiatorial pit in the marketplace). Work the 
  player’s creations into the rest of this session, 
  incorporating elements that they create into your 
  description of the city. 
   
  With a montage scene, you 
  don’t need to roll any dice—this 
  is purely narrative play. The first 
  point of the montage is to skip 
  over parts of the story that are 
  less exciting than what comes 
  later, but still acknowledge that the event 
  happened or location has been established: 
  just like in a movie where a long journey is 
  shown as a series of brief images, or a location 
  is introduced in a few seconds by showing its 
  most flavorful parts. The second point of the 
  montage is to introduce new characters, by 
  having them join the party’s adventures in an 
  exciting way rather than a flat ‘you meet in a 
  tavern’. The third purpose of the montage is to 
  re-introduce existing characters, reminding 
  everybody of their abilities and personalities 
  and relationships. 
  NPC—Lankmund 
  Lankmund is a sniveling goblin that pulls a 
  rickshaw in the city of Silver Webs. When she’s 
  not pulling her rickshaw she’s nervous, but when 
  she’s ferrying passengers her demeanor changes 
  to that of an aggressive speed-obsessed fiend. 
  Lankmund believes that she’s possessed by a 
  demon (a ‘speed-freak’), and talks to it when she 
  thinks others aren’t looking. She may or may not 
  be possessed, but she believes she is and acts 
  accordingly. 
  Lankmund knows much about the city’s 
  inhabitants, having spent years listening in on 
  her passengers. For a silver piece or two she’ll 
  take the adventurers where they want to go, and 
  for gold she’ll tell them some tall tales, and for 
  more gold she’ll tell them something true and 
  useful. 
  This NPC can meet the adventurers as they 
  enter the city and take them to the market, as the 
  adventurers are chased by the guards, or as they 
  escape the arena, or wherever you as the GM 
  deem dramatically appropriate. 
  The Market 
  The adventurers reach a market where traders 
  from dozens of subterranean cultures are selling 
  their wares. At the center of the marketplace is a 
  deep pit covered with a spider-web shaped iron 
  lattice that has several monsters lurking at the 
  bottom—this is the city’s gladiatorial arena.  
  Getting what the party needs will require 
  either money or skill. The party needs food, maps 
  of the underworld, and information on how to 
  find the meteorite that crashed down into the 
  bowels of the earth. 
  Trading information and buying goods: 
  DC 20 or 100 gp. If an adventurer fails the 
  skill check or doesn’t have the money 
  they can try again at DC 25—but if they 
  fail that they have angered a market 
  trader, so make the following attack 
  against that adventurer: 
  Punch to the face +5 vs AC—1d6 
  damage 
  OR 
  Knife below the belt +5 vs AC—1d6+7 
  damage 
  The party needs to keep attempting skill 
  checks 
  until 
  they 
  have 
  three 
  successes. 
  Alternately the party could just steal what they 
  need and intimidate market traders into giving 
  them what they want (with three successes 
  required). 
  Theft, violence, intimidation: DC 20. If an 
  adventurer fails the skill check they get 
  what 
  they 
  need 
  but 
  are 
  spotted 
  stealing—skip ahead to the guards 
  (Marketplace Guards). 
  Icon Option: Elf Queen 
  If the Elf Queen is an important icon in 
  this game, then the drow of this city 
  recognize her authority and those that 
  adventure in her name.  
  Spending a 6 on a positive or 
  conflicted relationship with the Elf 
  
   
  7 
   
  Queen lets the party automatically 
  succeed at a skill roll during this scene. 
  Icon Option: Prince of 
  Shadows 
  If the Prince of Shadows is an important 
  icon in this game, then this city has a 
  secret guild house loyal to the Prince. 
  Trading in a 6 on a positive or 
  conflicted relationship with the Prince of 
  Shadows lets the party reduce all 
  difficulties on skill rolls during this scene 
  by 5. 
  A Way Down? 
  The adventurers are ultimately trying to find the 
  meteorite that crashed down into the deep 
  underworld. However, while they know where it 
  is (far below them), the hole that the meteorite 
  punched through the rock has collapsed in on 
  itself, making it unpassable. The adventurers 
  need to find a route into the deeper underworld. 
  Of course there are many ways downward, 
  but the party needs to find a route that will 
  intersect with the meteorite’s path once more. 
  There are three NPCs who might know how 
  to get where the party needs to go. However, 
  each NPC wants something in exchange for 
  giving the party the information that they need. 
  Zool Brightstone—A female azer (fire dwarf), 
  Zool is a trade emissary and is interested in 
  strange flora and fauna for an alchemist client of 
  hers.  
  “The meteorite, yes it crashed through in a cavern near 
  the city, but the cavern collapsed. I know a way deeper 
  down if you are searching for that thing, but it will 
  cost you. You scratch my back, I’ll scratch yours.” 
  Zool mentions that the city has a gladiatorial 
  arena (well, more of a fighting pit) that has some 
  strange beasts in—and the rule of the arena is that 
  you keep what you kill. If the party kill an arena 
  beast and bring her its parts she’ll pay them with 
  information about a ship that could be 
  ‘borrowed’ by the party to take them deeper into 
  the underworld (the ship appears in next week’s 
  adventure).   
  Drangli Duranda—This gnome makes a living 
  by raising fighting animals for fights that take 
  place in the city. One of his rivals (Trul the 
  Unspeakable) has been boasting about the 
  effectiveness of his new fighting creature. 
  “You are on the trail of the monster-mask things, 
  right? I can help you, but I’ve got a favor to ask.” 
  If the party is willing to fight Trul’s creature 
  and destroy it totally he’ll let them know of a 
  route across an underground ocean that will take 
  them to a beach of bones, and from there down to 
  a far deeper level of the underworld where he 
  hears that star-masks lurk (the underworld sea 
  appears in next week’s adventure). 
  Kul 
  Shalesides—The 
  dwarf 
  gambler 
  Kul 
  Shalesides 
  wishes 
  to 
  conspire 
  with 
  the 
  adventurers.  
  “I know exactly where you need to go to find a path 
  down to your rock. First you’ve got to help me out. Tell 
  me, how much do you know about fighting giant 
  spiders?” 
  If the party will fight poorly in the arena long 
  enough for the betting odds on them to become 
  beneficial to him (they have to fight poorly until 
  the escalation die is 3+) he’ll tell them of a ship 
  docked on the shores of an underground ocean, 
  and tales that underworld sailors have been 
  bringing back about a meteorite that crashed 
  down into (and through) a far shore (the ship 
  appears in next week’s adventure). 
   
   
  Wait, all three NPCs want the 
  adventurers to fight in the 
  arena? Help, a railroad! Yes, this 
  adventure session has a very 
  definite ‘you will go fight in the 
  arena’ vibe to it. If you are cool 
  with that then go for it. Every adventurer 
  deserves at least one arena fight in their 
  lifetime. 
  If your group prefers a more freeform 
  approach use the plot here as a suggestion 
  and mix in all of the random encounters for 
  this session as part of the plot as your player 
  take the lead. Maybe your players want to go 
  talk with the rulers of the city and your 
  response is that the drow rulers want the 
  adventurers to get rid of a catacomb dragon 
  
   
  8 
   
  before they will grant an audience. Maybe the 
  adventurers want to make the acquaintance 
  of a member of a local thief’s guild and must 
  help that guild member distract or fight some 
  guards as part of a heist in order for the guild 
  member to get the information that they need. 
  Provided the party ends up leaving the city 
  (a) in search of the meteorite and (b) expecting 
  to sail across an underground ocean as part of 
  their journey, then whatever route you want 
  to take through the city is fine.  
   
  Marketplace Guards 
  (optional) 
  GMs: If the party doesn’t succeed in finding a way 
  down toward their goal (see A Way Down) or choose 
  not to make the attempt then use this section. 
  Otherwise skip ahead to the arena (Arena Fight). 
  The party spots drow guards heading their way. 
  The guards tell the adventurers that they have 
  violated the rules of the city, and must 
  accompany them to a trial by combat. The truth 
  of the matter is that the guards have been paid off 
  to round up some fresh meat for the next arena 
  fight, and the bogus accusations of criminality on 
  the party’s part is just a ruse on the part of the 
  guards. 
  If the adventurers go along with this they will 
  be thrown into the arena (Arena Fight). If the 
  adventurers choose to fight the guards, go to the 
  section with the guards (Guard Fight). If the 
  adventurers run away from the guards they must 
  dodge through the city (The Chase). 
  Icon Option: Dwarf King 
  or Elf Queen 
  If the Dwarf King is an important icon in 
  this game then his reach extends this far 
  and maybe he’s got some hold over these 
  guards. 
  If an adventurer rolls a 6 the guards 
  are impressed with the adventurer’s 
  connections with an important icon and 
  offer to give the adventurers a head start 
  if they start running now (+2 to all rolls 
  in The Chase). 
  Icon Option: Priestess 
  If the Priestess is an important icon in 
  this game then the guards do not want to 
  lay hands on a cleric or other holy 
  person. If the party contains such a 
  person, they offer to arrest the party and 
  throw them in the arena, but they will 
  sneak the party a couple of healing 
  potions before the fight starts. 
  Of course if the party fights the 
  guards or runs away from them then all 
  bets are off.  
   
   
  
   
  9 
   
  Guard Fight (optional) 
  The drow guards are rounding up people to fight 
  in the arena, and the adventurers are new in town 
  and have no friends.  
  If the adventurers win the fight then they are 
  free to flee the city, but if they lose or surrender 
  then rather than being killed they are thrown into 
  the arena (Arena Fight). 
  Number 
  of 
  PCs 
  Drow 
  Soldier 
  Drow Sword 
  Maiden 
  3 
  1 
  1 
  4 
  4 
  1 
  5 
  6 
  1 
  6 
  9 
  1 
  DROW SOLDIER  
  It’s easy to ignore them so you can concentrate on 
  more dangerous enemies. And then three crossbow 
  quarrels sprout from your shoulder and you shift your 
  priorities.  
   
  4th level mook [HUMANOID]  
  Initiative: +9  
   
  Paired swords +9 vs. AC—6 damage  
   
  R: Crossbow +9 vs. AC (one nearby enemy, or a 
  far away enemy at –2 atk)—7 damage  
  With my dying breath I curse at thee: When the 
  drow soldier drops to 0 hp, one enemy engaged 
  with it takes 2 poison damage before the drow 
  soldier dies.  
   
  AC 20  
  PD 19  HP 18 (mook)  
  MD 14  
  Mook: Kill one drow soldier mook for every 18 
  damage you deal to the mob.  
   
  DROW SWORD MAIDEN  
  She moves with an easy grace, seemly bored by the 
  prospect of fighting you. She arches an eyebrow then 
  bows with a mocking flourish of her sword. A moment 
  later you realize you are already bleeding.  
   
  5th level troop [HUMANOID]  
  Initiative: +13  
   
  Cruel cutlass +10 vs. AC—18 damage  
   
  C: Dagger dance +10 vs. AC (one nearby enemy, 
  or a far away enemy at –2 atk)—14 damage  
  Natural even hit: Each other enemy engaged 
  with the sword maiden takes 10 damage.  
   
  Nastier Specials  
  Effortless grace: Once per round when an attack 
  misses the sword maiden, she can move or make 
  a cruel cutlass attack as a free action.  
  Arcane warrior: The sword maiden has a true 
  magic item (probably a weapon) and uses it to 
  her benefit (adjust stats accordingly).  
   
  AC 21  
  PD 19  HP 75  
  MD 15 
  Icon Option: Archmage 
  If the Archmage is an important icon in 
  this game, then one of the guards is 
  deathly afraid of magic.  
  If an adventurer spends a 6 with the 
  Archmage while casting a spell then that 
  guard runs away screaming. 
  Icon Option: Diabolist 
  If the Diabolist is an important icon in 
  this game, then one of the guards has a 
  tattoo on her wrist that marks her as 
  belonging to the Diabolist. 
  If an adventurer spends a 6 with the 
  Diabolist, then with a wink and a nod 
  from the adventurer that guard will feign 
  injury or death (they dramatically fall 
  over and roll to the edge of the fight). 
   
   
  
   
  10 
   
   
   
  
   
  11 
   
  The Chase (optional) 
  The adventurers are attempting to flee the city 
  guards though an unfamiliar city. 
  Escaping the guards: DC 15. If an 
  adventurer fails the skill check, make the 
  following attack against that adventurer: 
  Crossbow +5 vs AC—2d6 damage 
  OR 
  Net +5 vs PD—the target nominates one 
  other adventurer who has yet to roll their 
  skill check to also be caught in the net, 
  the second adventurer takes a -4 penalty 
  to their skill check. 
  If every adventurer fails their roll the party 
  has been caught and must either fight (Guard 
  Fight) or surrender and be dragged off to the 
  Arena (Arena Fight). 
  Icon Option: Elf Queen 
  If the Elf Queen is an important icon in 
  this game, then elven design is in vogue 
  and the lay-out of the city is easy to 
  understand. 
  A character who spends a 6 on an icon 
  relationship with the Elf Queen may 
  direct the party into side-alleys, up 
  ramps and over bridges, and through 
  tunnels—turning 
  one 
  failure 
  by 
  themselves or somebody else into a 
  success. 
  Icon Option: Prince of 
  Shadows 
  If the Prince of Shadows is an important 
  icon in this game, then the party 
  stumbles into a thieves’ den during their 
  flight.  
  Spending a 6 with the Prince of 
  Shadows means that the party can grab a 
  magic item on their way through. 
  Spending 2 6’s means that the angry 
  thieves and the guards bump into each 
  other and get into a scuffle, letting the 
  adventurers get away clean and clear. 
  Arena Fight 
  The city’s arena is a deep pit, covered with a 
  spider web themed iron grate. It is here that the 
  public life of the city is conducted, as low and 
  high alike haggle and make deals while 
  monsters, criminals, and professional fighters kill 
  and die beneath their feet. 
  If the adventurers willingly enter the arena 
  they get to start with all their gear, and the rules 
  of the arena are explained: keep what you kill. If 
  they die the arena monsters’ owners will get to 
  keep their gear—and if they win they will get to 
  keep the monsters they kill.  
  If the adventurers were forced into the arena 
  then the party will be stripped of their weapons 
  and armor, which will be dropped into the center 
  of the arena. Characters who resort to fighting 
  with rocks and bones as melee weapons roll 2d4 
  damage for a hit and do no miss damage. Picking 
  up a weapon from the center of the arena is a 
  quick action, but if the monsters get there first it 
  might provoke an attack. It takes 1d6 standard 
  actions to quickly don heavy armor, and 1d4 
  standard actions to quickly don light armor.  
  If the adventurers attempt to escape mid-fight 
  they will have to contend with the crowd trying 
  to push them back in (Escaping the Arena). 
  Number 
  of 
  PCs 
  Giant 
  Web 
  Spider 
  Silken 
  Swaddler 
  Spider 
  3 
  0 
  1 
  4 
  0 
  1 
  5 
  1 
  1 
  6 
  1 
  1 
  
   
  12 
   
  If the adventurers did not fight the guards 
  then use the below fight chart, making this a 
  double-strength fight. However, during this very 
  tough fight citizens who have bet upon the 
  adventurers winning throw healing potions into 
  the arena. There is one healing potion per 
  adventurer, though if you are feeling as cruel and 
  unkind as the drow the healing potions land near 
  the monsters and must be retrieved from the 
  skirmish before they can be imbibed. 
  Number 
  of 
  PCs 
  Giant 
  Web 
  Spider 
  Silken 
  Swaddler 
  Spider 
  3 
  1 
  1 
  4 
  2 
  1 
  5 
  1 
  2 
  6 
  2 
  2 
  GIANT WEB SPIDER 
  The largest nests of these spiders exist in the root 
  systems of abandoned elven forests and in the caverns 
  surrounding dark elf temples. Elsewhere, you’re 
  normally dealing with only one or two spiders at a 
  time on the hunt for a meal. 
   
  Large 2nd level blocker [BEAST] 
  Initiative: +4 
   
  Bite +7 vs. AC—5 damage, and 5 ongoing poison 
  damage 
  Natural even hit: The target also takes 2d6 
  ongoing poison damage if it’s dazed or stuck. 
   
  C: Web +7 vs. PD (up to 2 nearby enemies in a 
  group)—3 damage, and the target is dazed 
  until the end of the spider’s next turn 
  Natural 18+: The target is also stuck until the 
  end of the spider’s next turn. 
   
  Wall-crawler: A giant web spider can climb on 
  ceilings and walls as easily as it moves on the 
  ground. 
   
  AC 17 
  PD 16 
  HP 68 
  MD 12 
   
   
  SILKEN SWADDLER SPIDER 
  These massive arachnids use psychic abilities to draw 
  heroes to their lair to rescue cocooned victims, only for 
  the would-be rescuers to fall victim themselves. 
   
  Huge 3rd level spoiler [BEAST] 
  Initiative: +5 
   
  Poison bite +8 vs. AC—15 ongoing poison 
  damage 
  Wrapped and stored: A target reduced to 0 hp or 
  fewer by this spider doesn’t die but falls 
  unconscious and is captured and cocooned to 
  serve as a lure (and a later meal). 
   
  C: Distress call +9 vs. MD (1d3 nearby 
  enemies)—The target must use their next 
  action to move to the aid of a captured creature. 
  Natural 19-20: At the end of their move the 
  target becomes stuck (save ends). 
   
  Not a wall-crawler: The silken swaddler can climb 
  over almost any terrain, and squeeze its many-
  legged body through gaps that should be too 
  small for its bulk... but it cannot cling to ceilings 
  or walls. 
   
  AC 19 
  PD 17 
  HP 145 
  MD 13 
   
   
  
   
  13 
   
   
   
  
   
  14 
   
  Icon Option: The 
  Diabolist 
  If the Diabolist is an important icon in 
  this game, then the arena monsters are 
  favorite 
  beasts 
  of 
  the 
  Diabolist—
  something she likes to set upon her 
  prisoners. 
  The monster is vulnerable to the 
  attacks of anybody who spends a 6 with 
  the Three, due to that character knowing 
  its weak spots. 
  Icon Option: The Elf 
  Queen 
  If the Elf Queen is an important icon in 
  this game, then it is obvious to those with 
  ties to the icon that the beast was taken 
  from the Queen’s Wood. 
  Spending a 6 with the Elf Queen 
  allows a character with a positive or 
  conflicted relationship with her to 
  temporarily calm one of the creatures 
  down or distract it (causing it to reroll an 
  attack that hit, with a -4 penalty to the 
  reroll). 
  Icon Option: The Prince of 
  Shadows or Dwarf King or 
  Elf Queen 
  If the Prince of Shadows, Dwarf King, or 
  Elf Queen are important icons in this 
  game, then post-battle the poison of 
  these creatures can be harvested (post-
  death). Each monster yields 1d4 doses of 
  a blade venom.  
  Underworld 
  blade 
  venom—
  Applied to a blade or arrow this 
  venom deals 1d6 ongoing poison 
  damage on the first hit made with 
  the weapon, but if the first attack is 
  a miss the poison is wasted. 
  Spending a 6 with one of the above 
  icons means that the character can 
  harvest the poison more efficiently, 
  giving them 1d3+1 doses harvested p[er 
  monster.  
  Escaping the Arena 
  (optional) 
  GMs: If the adventurers have won their fight in the 
  arena they are let out, and allowed to keep whatever 
  monster parts they want. If they try to escape mid-
  fight however use this section. 
  The adventurers are in an arena, a pit covered 
  with an iron grate shaped like a spider-web. The 
  only way out is to climb out of the pit (a standard 
  action). The crowd above doesn’t want the party 
  to leave the pit, and is eager to see them rent apart 
  by a horrid beast. 
  Climbing out of the arena: DC 15. If an 
  adventurer fails the skill check they fail 
  to make it out of the pit and get attacked 
  by the crowd, make the following attack 
  against that adventurer: 
  Boot to the face +5 vs AC—2d6 damage 
  OR 
  Thrown rocks +5 vs AC—1d6 damage 
  and the target is knocked down into 
  engagement with a monster. 
  Icon Option: Dwarf King 
  If the Dwarf King is an important icon in 
  this game, then one of the party members 
  is familiar with the sport of Kick-Pit, a 
  popular dwarven sport. In Kick-Pit, one 
  team attempts to climb out of a pit with a 
  ball, while the other team stands on the 
  outside of the pit and attempts to keep 
  them in the pit. 
  Spending a 6 with the Dwarf King lets 
  the adventurer either pull themselves 
  out of the pit through the spider-web 
  shaped iron grate (without passing the 
  skill check) or if they are already out of 
  the pit lets them pull an ally out. 
  Icon Option: Lich King or 
  Orc Lord 
  If the Lich King is an important icon in 
  this game then this pit is strewn with 
  bones of previous victims. Broken bones. 
  Sharp bones.  
  Any character can use the bones in the 
  pit to throw at the crowd and have them 
  
   
  15 
   
  move back, granting a +1 bonus to the 
  skill check to climb out of the pit. 
  Spending a 6 with the Lich King lets the 
  adventurer use the bones in a more 
  creative way (and it can get very creative 
  if the character in question is a 
  necromancer), 
  allowing 
  them 
  to 
  automatically succeed on the skill check. 
  The Way Down 
  The adventurers, having fought in the arena, are 
  met by their NPC patron. 
  Zool Brightstone  
  “Did you get me any monster parts from the arena? I 
  have an alchemist friend who is eager to get hold of 
  them. In order to get deeper into the underdark and 
  find the meteorite you must follow this map down to a 
  beach in a cavern far under this city. Once there you 
  can ‘borrow’ a ship called the Demon-Queen and 
  follow the current to the bone beach on the other side 
  of the sea. There you should walk inland until you 
  reach a big pit which offers a way downwards.” 
  Drangli Duranda 
  “You killed Trul’s beast. Excellent! To find the mask 
  creatures you must go further down into the 
  underworld. Far beneath the city of Silver Webs is a 
  cavern that links to a sunless sea. I’ve heard tell of 
  strange masked creatures spotted by sailors down 
  there. If you find a ship willing to make the voyage, or 
  take one I guess, then sail with the currents to the 
  beach of bones, I’ve heard that is where they come 
  from.” 
  Kul Shalesides  
  “Well I made money thanks to you, so I’ll hold up my 
  end of the bargain. Sailors on the Sunless Sea tell tales 
  of a beach of bones, and I’ve recently heard that a big 
  rock crashed down somewhere beyond the beach. There 
  is a cavern far beneath this city where the Sunless Sea 
  starts. If you can find a ship to take you there, sailors 
  say that the beach of bones is where all the currents of 
  the Sunless Sea lead to.”
   
  The next session starts with the 
  assumption that somebody told 
  the party that they need to 
  travel across the Sunless Sea. If 
  the 
  adventurers 
  somehow 
  manage to dodge every NPC 
  you put in their way then you could always 
  introduce a raving mad sailor in the 
  marketplace or city gates shouting at the top 
  of his lungs about the horrible masked 
  monsters that came out of the meteorite that 
  crashed into the underdark, and how it 
  crashed down on the opposite side of the 
  Sunless Sea. 
   
  End of Session 
  The adventurers leave the drow city, heading 
  down into the underworld in search of a sunless 
  sea that will take them deeper toward the 
  meteorite that they are tracking. 
   
   
  
   
  16 
   
  The Demon-
  Queen’s Ship 
  Running this adventure 
  This session is designed for 2nd level characters. 
  At the end of the session each character should 
  gain an incremental advance.  
  At the start of the session, remember to ask 
  each player to roll their adventurer’s icon 
  relationships. Generally speaking, a 6 can be 
  traded in for a clear benefit, a 5 when traded in 
  will benefit the adventurer or party but there will 
  be an associated complication, obligation, or 
  drawback. 
  The 
  session, 
  as 
  written, 
  should 
  take 
  approximately two hours. If you have time for 
  other encounters in the session before its end you 
  can pick from the following or roll a d6 for a 
  random 
  encounter 
  (you 
  can 
  find 
  these 
  encounters at the back of the adventure). For a 
  three to four hour game I’d suggest adding 
  between one and three random encounters 
  scattered throughout the adventure, for a longer 
  hour game I’d suggest adding between two and 
  six random encounters (with half coming from 
  the d20 table in the random encounters section at 
  the back of the adventure). 
  1. Azer sailors 
  2. Cave orcs 
  3. Glow moss 
  4. Meeting with a jorogumo 
  5. Stirge hive 
  6. Roll twice and combine the results 
  New Characters 
  Here are some ideas for introducing new 
  characters: 
   
  The party is not the only group looking 
  for the Heart of the Sky. The icons sent 
  several groups of adventurers into the 
  underworld. The new character is the 
  lone survivor of another adventuring 
  group. 
   
  When the meteorite crashed down into 
  the dark it destroyed underworld 
  settlements. If the new character is a 
  dwarf or a drow it is conceivable that 
  they are the lone survivor of such a 
  settlement, or are looking for others who 
  were dragged off by star-masks into the 
  deeper underworld. 
   
  The new adventurer was on a different 
  quest in the underworld, unrelated to the 
  meteorite. When the meteorite crashed 
  through it destroyed the location the 
  adventurer was heading to, and the 
  quest object fell down into the deeper 
  underworld with the meteorite. 
  To the Deep Seas 
  The adventurers have been searching for the 
  meteorite that fell deep into the underworld. 
  Unfortunately the direct path down is no longer 
  traversable—the 
  rock 
  of 
  the 
  underworld 
  collapsed into the tunnel left by the meteorite. 
  After weeks of travel they reached a drow 
  city, reprovisioned, and found somebody who 
  knew how to get deeper into the underworld so 
  they can continue their hunt for the meteorite—a 
  quest that will take them across a sunless sea. 
  This is a montage scene. The point of this 
  montage is to cooperatively tell the story of the 
  adventurers seeking the sunless sea. Turn to the 
  first player and ask them to describe a problem 
  that the party faced after leaving the City of Silver 
  Webs, then turn to the player to their right and 
  ask them how their character solved the problem. 
  Go around the group until everybody has had a 
  chance to describe a problem and everybody has 
  had a chance to have their character heroically 
  overcome a problem. Introduce foreshadowing 
  of upcoming parts of the adventure as you go 
  around 
  the 
  table 
  (for 
  example 
  mention 
  underground waterfalls, and deep pools with 
  translucent fish in them). 
  After 
  this 
  montage, 
  declare 
  that 
  the 
  adventurers have given their pursuers the slip 
  and can finally rest on the shores of an 
  underworld ocean. 
  
   
  17 
   
  Recap… 
  Remind the players that the adventurers are 
  tracking down a meteorite that crashed into the 
  underworld, in order to retrieve a gem that their 
  icon patron or patrons believe is in the meteorite. 
  The adventurers followed the path downwards 
  through the rock but eventually found a series of 
  collapsed caverns and no way to directly follow 
  the meteorite. In the drow city known as the City 
  of Silver Webs they learned of a sunless sea which 
  will take them further down into the underworld. 
  NPC—Ghostbeard the 
  Pirate 
  Ghostbeard the Pirate is a ghost, one so old that 
  he can’t actually remember who or what he was 
  before he became a ghost. He is travelling the 
  under-ocean looking for clues as to his identity 
  and how he died, so he can move on. The 
  moniker ‘Ghostbeard the Pirate’ is a name given 
  to him by azer (fire dwarf) sailors, and it kind of 
  stuck. 
  Ghostbeard is not in fact a ghost, but rather a 
  legend given power and form by the belief of 
  generations of sailors on the under-ocean. 
  Ghostbeard secretly knows this, but won’t admit 
  it to himself. 
  Ghostbeard 
  comports 
  himself 
  like 
  a 
  stereotypical pirate, peppering his speech with 
  nautical phrases and drinking from a ghostly 
  tankard of grog. 
  This NPC can meet the adventurers as they 
  get to the docks, can come floating across the 
  water to them, or can be found rowing a ghostly 
  boat near the great falls, or wherever you as the 
  GM deem dramatically appropriate. 
  Ghostbeard can be a welcome comic relief to the 
  grimness of the underworld, but if he is too light for 
  your group’s tastes change him into the ghost of a 
  widow who died of sorrow after her husband died on 
  the under-ocean. The ghostly widow’s name is Furlis 
  and she spends a lot of her time weeping, sniffling, or 
  wailing unless she is engaged in conversation by the 
  adventurers. 
  The Deep Docks 
  The adventurers reach a jetty at the end of which 
  is a massive ship of drow design. The name of the 
  ship is the Demon-Queen. The ship’s crew is 
  nowhere to be seen, and this conveyance looks 
  perfect for the adventurers to cross the 
  subterranean sea in their search for a way 
  downwards to the resting place of the meteorite.  
  However, the ship’s crew did not leave their 
  property entirely undefended… 
  Sneaking on board: DC 20. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Ghostly hands +5 vs MD—2d6 psychic 
  damage 
  OR 
  Screaming figurehead +5 vs PD—2d6 
  thunder damage 
  Icon Option: Lich King 
  If the Lich King is an important icon in 
  this game, then the ghosts bound to this 
  ship obey his commands, and those of his 
  servants. 
  Characters with a relationship with 
  the Lich King have their skill check DC 
  lowered by 5 (to DC 15). 
  Icon Option: Great Gold 
  Wyrm 
  If the Great Gold Wyrm is an important 
  icon in this game, then this ship used to 
  belong to servants of the Great Gold 
  Wyrm. 
  Adventurers with a relationship with 
  the Great Gold Wyrm know of a way to 
  sneak aboard this class of ship: spending 
  a 5 or 6 allows the adventurer to sneak 
  aboard without making a skill roll 
  (though a 5 will mean that they somehow 
  anger the ghosts and the ghosts’ attack 
  bonus raises from +5 to +10). 
   
   
  
   
  18 
   
  Undead Sailors 
  The adventurers have set out into the sunless sea, 
  but 
  the 
  ship’s 
  owners 
  have 
  returned. 
  Unfortunately for the party, the ship’s owners are 
  undead and wade out into the subterranean 
  ocean with the intent of getting their ship back.  
  The undead swarm onto the ship, angry and 
  hungry for living flesh… 
  Number 
  of 
  PCs 
  Bone Wretch 
  Undead 
  Sailor 
  3 
  5 
  3 
  4 
  5 
  4 
  5 
  5 
  5 
  6 
  5 
  6 
  BONE WRETCH 
  A mismatched pile of bones, bought to life by the dark 
  magic of undeath. 
   
  1st level mook [UNDEAD] 
  Initiative: -1 
   
  Shambling smash +6 vs. AC—4 damage 
  Natural even hit: Another unengaged bone 
  wretch can move into engagement with an 
  enemy as a free action. 
   
  Nastier Specials 
  Twice-dead: When the last mook is down the 
  adventurers have 1 round to destroy them 
  before they all stand back up again with half 
  their full hit points (4 HP each). Killing them 
  a second time will do the job. 
   
  AC 17 
  PD 11 
  HP 8 
  MD 13 
  Mook: Kill one bone wretch mook for every 8 
  damage you deal to the mob (or every 4 damage 
  if they are twice dead). 
   
  UNDEAD SAILOR 
  During a storm the sailors pledged their lives to their 
  ship if only it wouldn’t sink. The ship survived, they 
  didn’t. 
   
  2nd level troop [UNDEAD] 
  Initiative: +7 
   
  Rusted cutlass +7 vs. AC—5 damage 
  Natural even hit: If the target is staggered the 
  attack deals an extra 2d4 negative energy 
  damage. 
   
  R: Ghostly harpoon +7 vs. PD—5 damage 
  Natural even hit: If the target is staggered the 
  attack deals an extra 2d4 negative energy 
  damage. 
  Natural odd hit: The target pops free and is 
  vulnerable to attacks that do negative energy 
  damage. 
   
  Pick one: 
  Captain’s curse: When this undead is engaged 
  with an enemy all other undead receive a +1 
  attack bonus against that enemy. 
  Boson’s brawn: On a natural odd hit the target of a 
  rusted cutlass attack pops free and counts as 
  staggered until the end of its next turn 
  regardless of its current hp. 
  Sea changed crew: Add +4 to the AC of the undead 
  sailor and +1 to its PD and MD, but it only has 
  25 hp. 
  Cursed sailor: Enemies engaged with the sailor 
  take 2 negative energy damage at the start of 
  their turns. 
   
  AC 18 
  PD 13 
  HP 36 
  MD 14 
   
   
   
  
   
  19 
   
   
   
  
   
  20 
   
  Icon Option: Lich King 
  If the Lich King is an important icon in 
  this game, then these beings are his 
  servants, traders who were in the City of 
  Silver Webs trading for the unique goods 
  of the drow. However, the majority of the 
  traders are still in the city so these are just 
  the sailors themselves. 
  Remove the captain from the fight, 
  replacing him with 1d4 mooks. 
  Icon Option: Archmage, 
  Dwarf King, or Prince of 
  Shadows 
  If the Archmage, the Dwarf King, or the 
  Prince of Shadows are important icons in 
  this game, then these undead were 
  trading magic items for the forbidden 
  goods of the City of Silver Webs. 
  For every 6 spent with one of the 
  above icons, the party finds a magic item 
  in the ship’s hold just before the fight 
  starts. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Yes I know that isn’t how seas 
  really behave, but this is the 
  underworld. The rules of nature 
  are different here. 
   
   
   
  The Great Falls 
  The adventurers are sailing on a dark sunless sea 
  deep in the underworld, having stolen a ship 
  from undead sailors.  
  The current starts to become stronger, 
  sweeping the ship along. The adventurers were 
  unaware of the currents and unique dangers of 
  this body of water, and have ended up headed 
  towards a cliff where this body of water pours 
  into a deeper larger ocean. The ship is about to go 
  over a massive miles-wide waterfall. This is a 
  good thing because it will lead the party 
  downwards toward the meteorite that they 
  seek—but also a bad thing because, well, it’s a 
  waterfall! 
  The waterfall isn’t terribly high, but is very 
  long and the water shoots over it at great speed. 
  The stolen ship will survive, but what of its crew? 
  Sailing and surfing: DC 25. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Slam into the water +15 vs PD—4d6  
  damage 
  OR 
  Adventurer overboard! +15 vs PD—2d6 
  damage 
  and 
  the 
  adventurer 
  must 
  succeed on a DC 20 swimming skill 
  check or take a further 2d6 damage. 
  Icon Option: Dwarf King 
  If the Dwarf King is an important icon in 
  this game, then the dwarves know the 
  signs of a waterfall between heights of a 
  multi-level subterranean ocean—and so 
  do the party. 
  The DC for ‘sailing and surfing’ is 5 
  lower. 
  Icon Option: Lich King 
  If the Lich King is an important icon in 
  this game, then this waterfall is known as 
  the Boneshard Cataract. The adventurers 
  realize what this famous subterranean 
  waterfall is just as the ship goes over it. 
  Lower the damage from d6s to d4s. 
   
   
   
  
   
  21 
   
  Shark-bat Attack 
  Shark-bats live in caves behind the vast waterfall, 
  preying on ships that sail over the falls. As the 
  Demon-Queen comes over the falls the shark-
  bats attack. 
  Number 
  of PCs 
  Shark Bat 
  Hatchling 
  Shark 
  Bat 
  Elder 
  Shark 
  Bat 
  3 
  5 
  2 
  0 
  4 
  0 
  3 
  0 
  5 
  5 
  3 
  0 
  6 
  0 
  0 
  1 
  Shark-bats sound like the sort of thing a wizard 
  would breed for fun, but the truth is that they 
  have no common heritage with either animal—
  they came to this world from another realm.  
  For all shark-bats 
  All shark-bats have the following two abilities. 
  Supreme senses: Shark-bats have echolocation, can 
  sense tremors in the ground and walls, can 
  smell blood, sense electrical fields... in short if 
  you are there they know you are there. They can 
  spot you long before you spot them! 
  Ambush predator: Shark-bats are experts at 
  surprise attacks and ambushes. When you fight 
  them, two shark-bats get to act before initiative 
  is 
  rolled. 
  Unless 
  the 
  adventurers 
  take 
  extraordinary measures; even if the party 
  ambushes the shark-bats, two of the monsters 
  get to counter-ambush the party. 
   
  GMs: Shark-bats are nasty! With their expanding crit 
  range and extra crit effects on top of double damage 
  they can decimate a party if the dice go against the 
  players. Shark-bats don’t get nastier specials, they 
  are nastier specials. Remind the players that the 
  adventurers can flee. Fleeing from shark-bats is one 
  of the few times you might want to waive the 
  campaign loss for fleeing—if you choose to waive the 
  campaign loss let the players know. 
   
  SHARK-BAT HATCHLING 
  2nd level mook [BEAST] 
  Initiative: +8 
   
  Savage bite +7 vs. AC—5 damage 
   
  Group attack: Instead of each hatchling engaged 
  with an enemy making a separate attack they 
  can make a single wave of teeth attack as a group. 
  Wave of teeth +7+X vs. AC (X = number of 
  engaged hatchlings)—5+X damage 
  Miss: Half damage. 
   
  Wall-crawler: The hatchling skitters up walls and 
  over rocks on its segmented legs. 
   
  AC 18 
  PD 15 
  HP 9 (mook) 
  MD 12 
  Mook: Kill one shark-bat hatchling mook for 
  every 9 damage you deal to the mob. 
   
  SHARK-BAT 
  The shark-bat is strictly speaking neither, yet has 
  attributes of both. If you are imagining a huge winged 
  shark you are not far off. 
  Large 3rd level blocker [BEAST] 
  Initiative: +9 
  Vulnerable: thunder 
   
  Bite and sever +8 vs. AC—21 damage 
  Crit: The target is either stuck and must move 
  with the shark-bat and takes 5 ongoing 
  damage (hard save ends all) OR loses a limb 
  (target’s choice). 
   
  Scent of blood: The crit range for shark-bats 
  expands by 1 for every staggered enemy or 
  every staggered ally, whichever is higher. 
   
  Fly+Swim: Shark-bats can fly and swim with 
  equal grace and speed, but are clumsy when 
  forced to land. 
   
  AC 19 
  PD 17 
  HP 99 
  MD 13 
  
   
  22 
   
  ELDER BAT-SHARK 
  There is no upper limit to how large a shark-bat could 
  grow, the only regulating factor is access to food. 
   
  Huge 5th level wrecker [BEAST] 
  Initiative: +11 
  Vulnerable: thunder 
   
  Bite and sever +10 vs. AC—55 damage 
  Crit: The target is either stuck and must move 
  with the shark-bat and takes 15 ongoing 
  damage (hard save ends all) OR loses a limb 
  (target’s choice). 
   
  Scent of blood: The crit range for shark-bats 
  expands by 1 for every staggered enemy or 
  every staggered ally, whichever is higher. 
   
  Fly+Swim: Shark-bats can fly and swim with 
  equal grace and speed, but are clumsy when 
  forced to land. 
   
  AC 21 
  PD 19 
  HP 222 
  MD 15 
   
  Icon Option: Elf Queen 
  If the Elf Queen is an important icon in 
  this game, then the adventurers spot an 
  elven ship wrecked on the rocks.  
  It is a DC 15 skill check to maneuver 
  the Demon-Queen near enough to the 
  elven ship so that the other ship’s rigging 
  prevents the shark-bats from making 
  swoop attacks when the escalation die is 
  odd. 
  Icon Option: Diabolist 
  If the Diabolist is an important icon in 
  this game, then these shark-bats have 
  recently feasted on demon flesh and have 
  absorbed some of their demonic energy. 
  The shark-bats are vulnerable to holy 
  damage but do 5 fire damage on a miss. 
   
  End of Session 
  The adventurers are out of danger, for now. Their 
  ship is intact, and is being carried along on a dark 
  ocean. They have previously been told that on the 
  other side of this sea is a way that may lead them 
  to the meteorite that they seek, and it appears that 
  they are headed in the direction that was 
  previously described to them as the correct one. 
   
   
  
   
  23 
   
  The Sea of Fire 
  and Night 
  Running this adventure 
  This session is designed for 2nd level characters. 
  At the end of the session, each character should 
  gain an incremental advance.  
  At the start of the session, remember to ask 
  each player to roll their adventurer’s icon 
  relationships. Generally speaking a 6 can be 
  traded in for a clear benefit, a 5 when traded in 
  will benefit the adventurer or party but there will 
  be an associated complication, obligation, or 
  drawback. 
  The 
  session, 
  as 
  written, 
  should 
  take 
  approximately two hours. If you have time for 
  other encounters in the session before its end you 
  can pick from the following or roll a d6 for a 
  random 
  encounter 
  (you 
  can 
  find 
  these 
  encounters at the back of the adventure). For a 
  three to four hour game I’d suggest adding 
  between one and three random encounters 
  scattered throughout the adventure, for a longer 
  hour game I’d suggest adding between two and 
  six random encounters (with half coming from 
  the d20 table in the random encounters section at 
  the back of the adventure). 
  1. Cave croakers 
  2. Kobold warband 
  3. Meteorite fragments 
  4. Rust monster 
  5. Strange flora and fauna 
  6. Roll twice and combine the results 
  New Characters 
  Here are some ideas for introducing new 
  characters: 
   
  The party is not the only group looking 
  for the Heart of the Sky. The icons sent 
  several groups of adventurers into the 
  underworld. The new character is the 
  lone survivor of another adventuring 
  group. 
   
  When the meteorite crashed down into 
  the dark it destroyed underworld 
  settlements. If the new character is a 
  dwarf or a drow, it is conceivable that 
  they are the lone survivor of such a 
  settlement, or are looking for others who 
  were dragged off by star-masks into the 
  deeper underworld. 
   
  The new adventurer was on a different 
  quest in the underworld, unrelated to the 
  meteorite. When the meteorite crashed 
  through it destroyed the location the 
  adventurer was heading to, and the 
  quest object fell down into the deeper 
  underworld with the meteorite. 
  Lightless Islands 
  The adventurers are tracking down a meteorite 
  that crashed down into the underworld. To that 
  end, the party has stolen a ship (the Demon-
  Queen) belonging to undead pirates and are 
  piloting it on a sea in the underworld. 
  There are many strange islands down here in 
  the underworld, realms cut off from the outside 
  world, places that have never known the light of 
  the sun. 
  This is a montage scene. The point of this 
  montage is to tell the story of the party as they 
  travel across a subterranean ocean. Turn to the 
  first player and ask them to describe a fantastical 
  island that the ship landed at, then turn to the 
  player to their right and ask them how their 
  character interacted with the island. Go around 
  the group until everybody has had a chance to 
  create an island and everybody has had a chance 
  to have their character interact with, react to, or 
  explore an island. Introduce foreshadowing of 
  upcoming parts of the adventure as you go 
  around the table (for example mention burning 
  ships seen in the distance). 
  NPC—Lasslite the Fairy 
  Lasslite is a subterranean fairy, dark skinned 
  with grey mottled wings that blend in with rock. 
  When she is excited, pleased, or angry 
  bioluminescent patterns on her body light up. 
  Lasslite is a scout for her tribe, searching for 
  new fertile hunting grounds and new resources. 
  
   
  24 
   
  They are currently living on one of the lightless 
  islands (no, she won’t tell the adventurers which 
  one, thank you), and she wants to know more 
  about the local area.  
  Lasslite will want to accompany the party 
  (and fly away during trouble) and learn what 
  they know. Lasslite has heard of strange masked 
  creatures on a far-away shore, where the flow of 
  the sunless ocean carries all things (eventually), 
  and if she finds out that the adventures are 
  intending to head there she will want to follow 
  them all the way. 
  This NPC can meet the adventurers near the 
  psiren’s rocks, just before the fire worms attack, 
  on the lake of fire, or wherever you as the GM 
  deem dramatically appropriate. 
  Sunless Sea 
  The cavernous oceans of the underworld are not 
  like those of the sun-lit world. Levels of the ocean 
  pour over waterfalls to lower levels, strange 
  waterspouts and fountains are driven by unseen 
  chthonic forces, and luminous predators slide 
  beneath the glass-still waters. 
  Navigating the lightless oceans of the 
  underworld is difficult at the best of times… 
  Navigation: DC 15. This skill check must 
  be made three times. If an adventurer 
  fails the skill check make the following 
  attack against the whole party: 
  Bio-electric algae discharge +10 vs PD—
  3d4 lightning damage 
  OR 
  Psirens +10 vs MD—1d10 psychic 
  damage and the next roll is DC 20 instead 
  of DC 15 
  Icon Option: Great Gold 
  Wyrm 
  Those with a positive or conflicted 
  relationship with the Great Gold Wyrm 
  are used to psychic communication and 
  only take 1d6 psychic damage. 
  Spending a 6 with the Great Gold 
  Wyrm grants each character in the party 
  a normal save (11+) to avoid any psychic 
  damage at all. 
  Icon Option: The Three 
  Electric algae is sometimes sold in 
  Drakkenhall, mostly as a light source. 
  Spending a 5 with the Three lets an 
  adventurer know enough about the sign 
  that bio-electric algae to avoid damage, 
  lets them warn another character about 
  its dangers and let them roll to avoid it 
  (DC 15). Spending a 6 with the Three 
  grants each character in the party a 
  normal save (11+) to avoid any lightning 
  damage at all.  
   
   
  
   
  25 
   
  Fire Worms 
  Ahead in the darkness, there is a light. The light 
  is the bright light of fire, not the wan glow of 
  jellyfish, algae, and sliding boneless predators.  
  Unfortunately for the adventurers, they are 
  not seeing a friendly camp fire but a species of 
  worm that propels itself through the air by 
  burning combustible gasses. The worms have 
  exhausted all the food on the island where they 
  were and are migrating, and have mistaken the 
  adventurer’s ship for a new island! 
  Number of PCs 
  Fire Worms 
  3 
  12 
  4 
  15 
  5 
  18 
  6 
  22 
  FIRE-WORM 
  Big burning carnivorous worms that ‘fly’ by igniting 
  their own explosive slime—you can’t tell me that a 
  wizard didn’t have a hand in that.  
  3rd level mook [BEAST] 
  Initiative: +12 
   
  Bite +8 vs. AC—3 damage 
  Natural even hit or miss: 3 ongoing fire damage. 
   
  Explosive flight: When this monster flies it pops 
  free 
  automatically, 
  dealing 
  1d6 
  thunder 
  damage to every non-fire-worm creature it was 
  engaged with. 
   
  Resist fire and thunder 18+: When a fire or thunder 
  attack targets this creature, the attacker must 
  roll a natural 18+ on the attack roll or it only 
  deals half damage. 
   
  Nastier Specials 
  Fire aura: Enemies engaged with this creature 
  take 3 fire damage at the start of their turns. 
  Fighting a fire-worm in water or in heavy rain 
  negates the fire aura. 
   
  AC 19 
  PD 13 
  HP 12 
  MD 13 
  Mook: Kill one fire-worm mook for every 12 
  damage you deal to the mob. 
  Icon Option: Crusader 
  If the Crusader is an important icon in 
  this game, then the flight of these worms 
  is just like a volley of fire arrows. 
  Spending a 6 with the Crusader 
  means that the adventurer had just 
  enough time to fill some buckets with 
  water for use in the battle. Ending 
  ongoing fire damage is now an easy save 
  (6+) if it was a normal save (11+), and a 
  normal save (11+) if it was a hard save 
  (16+). 
  Icon Option: Orc Lord 
  If the Orc Lord is an important icon in 
  this game, then the adventurer knows 
  that fire worms are an orcish delicacy. Of 
  course, the ones that live in swamps on 
  the surface are much smaller and far 
  more sluggish than the ones found in the 
  deep underworld. 
  Sending a 6 with the Orc Lord means 
  that after the battle, the adventurer can 
  maximize 
  one 
  recovery 
  (take 
  the 
  maximum possible value rather than 
  rolling the dice)—the adventurer simply 
  snacks down on the deliciously fat and 
  self-cooked fire worms. 
   
   
  
   
  26 
   
  Briny Flame 
  The adventurers see a light ahead as the current 
  of the ocean carries their ship ever onwards. 
  Floating on the surface of the lake are burning 
  patches of algae and oil, set alight by the 
  migration of the fire worms. 
  Getting the ship through this will be no 
  problem, the Demon-Queen was designed to sail 
  on this body of water. However, the adventurers 
  might fare less well as strange gasses released by 
  the burning flora and fauna choke them. 
  Noxious gasses: DC 20. If an adventurer 
  fails the skill check make the following 
  attack against that adventurer:  
  Hallucinogenic wind +5 vs MD—target 
  makes a basic attack against themselves 
  or an ally. 
  OR 
  Choking hazard +5 vs PD—3d6 poison 
  damage 
  OR 
  Sudden explosion +5 vs PD—4d4 
  thunder damage 
  Icon Option: Emperor 
  If the Emperor is an important icon in 
  this game, then the adventurer knows 
  that smoking hallucinogens is popular 
  with the nobles of Axis, and even some 
  of the commoners of Axis have taken up 
  the habit. 
  Sure, this is stronger stuff but it is the 
  same principle. Anybody who must 
  make a basic attack can choose to reroll 
  the attack and take the second roll. 
  Spending a 6 with the Emperor 
  allows the adventurer to be immune to 
  the hallucinogen (or at least have enough 
  of a tolerance for the noxious gas that 
  they keep their head): they can either 
  ignore an attack on themselves by the 
  hallucinogenic wind or make another 
  character reroll their damage on a basic 
  attack and take the lesser amount. 
  Icon Option: High Druid 
  If the High Druid is an important icon in 
  this game, then wildfires are a common 
  occurrence in some parts of the world. 
  Farmers create firebreaks and protect 
  their crops, but druids know that 
  occasionally forests need to burn for 
  there to be new growth. 
  Adventurers with a positive or 
  conflicted relationship with the High 
  Druid can spend a 6 to make good use of 
  the mystic energy released by the fire: 
  instead of taking damage from the 
  choking hazard they gain temporary hit 
  points! 
   
   
  
   
  27 
   
  Azer Pirates 
  Drawn by the fire worms and the burning water, 
  a new ship draws into view through the fumes 
  and flames. The people on the other ship appear 
  to be dwarves who are on fire! 
  Regrettably for the adventurers, these are 
  azer, fire dwarves—worse yet, they are azer 
  pirates! 
  Number 
  of 
  PCs 
  Azer Sailor 
  Azer Captain 
  3 
  2 
  1 
  4 
  3 
  1 
  5 
  4 
  1 
  6 
  5 
  1 
  AZER SAILOR  
  2nd level troop [HUMANOID]  
  Initiative: +7  
   
  Burning axe +7 vs. AC—4 damage  
  Natural even hit or miss: 2 ongoing fire damage.  
   
  R: Throwing axe +7 vs. AC—4 damage  
   
  Blistering heat: When an enemy engaged with the 
  azer attacks it, that enemy takes 1 fire damage.  
   
  Fighting surge: Once per battle when an attack 
  crits the azer but doesn’t kill it, the azer can heal 
  2d6 hp.  
   
  Cold haters: The azer adds the escalation die to its 
  attacks against a target that is capable of dealing 
  cold damage with a spell, attack, or magic item.  
   
  Fire resistance 18+: When a fire attack targets this 
  creature, the attacker must roll a natural 18+ on 
  the attack roll or it only deals half damage.  
   
  AC 18  
  PD 15  HP 30  
  MD 12  
   
  AZER CAPTAIN 
  3rd level leader [HUMANOID]  
  Initiative: +7  
   
  C: Fiery whip +8 vs. AC (one nearby enemy)—
  10 fire damage  
   
  R: “Yarr!” +8 vs. MD—4 thunder damage and 
  other azer have +1 to hit the target until the end 
  of the target’s next turn. 
   
  Blistering heat: When an enemy engaged with the 
  azer attacks it, that enemy takes 2 fire damage.  
   
  Fighting surge: Once per battle when an attack 
  crits the azer but doesn’t kill it, the azer can heal 
  3d6 hp.  
   
  Cold haters: The azer adds the escalation die to its 
  attacks against a target that is capable of dealing 
  cold damage with a spell, attack, or magic item.  
   
  Fire resistance 18+: When a fire attack targets this 
  creature, the attacker must roll a natural 18+ on 
  the attack roll or it only deals half damage.  
   
  AC 19  
  PD 16  HP 40  
  MD 13  
  Icon Option: Emperor 
  If the Emperor is an important icon in 
  this game, then these azer pirates 
  occasionally make port in a lake of fire 
  far beneath Axis and trade with the 
  surface world.  
  This isn’t a good thing. The azer know 
  that the adventurers are not the rightful 
  owners of the ship they are in, and are 
  adventurers from the world above. The 
  azer fight harder, expecting an easy and 
  quick haul of world above booty to 
  result. The azer have +1 to hit until the 
  first azer drops. Once the escalation die 
  hits 4+ and an azer has dropped they 
  have -1 to their attacks as they realize 
  their mistake in taking on surface 
  dwellers. 
   
   
  
   
  28 
   
  Icon Option: Dwarf King 
  If the Dwarf King is an important icon in 
  this game, then these azer have ties to the 
  Dwarf King. 
  Spending 
  a 
  6 
  with 
  a 
  positive 
  relationship with the Dwarf King means 
  that these azer are wanted for piracy; in 
  fact, they collectively have 1000 gp worth 
  of gems, coins, and miscellaneous loot on 
  their persons. 
  Spending a 6 with a negative 
  relationship with the Dwarf King means 
  that these azer are enemies of the Dwarf 
  King and have stolen a magic item from 
  a dwarven settlement. The last azer left 
  in the battle will offer the magic item in 
  exchange for its life. 
  Adventurers 
  with 
  a 
  conflicted 
  relationship can choose either of the 
  above two benefits. 
  End of Session 
  The adventurers have escaped the pirates, and 
  seem to be out of danger for now. While it is 
  always dark in the starless underworld, it seems 
  to the adventurers that it might be night. This is a 
  good point for them to rest. 
   
   
  
   
  29 
   
  Beyond the 
  Pale Horizon 
  Running this adventure 
  This session is designed for 2nd level characters. 
  At the end of the session, each character should 
  level up to 3rd level.  
  At the start of the session, remember to ask 
  each player to roll their adventurer’s icon 
  relationships. Generally speaking, a 6 can be 
  traded in for a clear benefit, a 5 when traded in 
  will benefit the adventurer or party but there will 
  be an associated complication, obligation, or 
  drawback. 
  The 
  session, 
  as 
  written, 
  should 
  take 
  approximately two hours. If you have time for 
  other encounters in the session before its end you 
  can pick from the following or roll a d6 for a 
  random 
  encounter 
  (you 
  can 
  find 
  these 
  encounters at the back of the adventure). For a 
  three to four hour game I’d suggest adding 
  between one and three random encounters 
  scattered throughout the adventure, for a longer 
  hour game I’d suggest adding between two and 
  six random encounters (with half coming from 
  the d20 table in the random encounters section at 
  the back of the adventure). 
  1. Haunted skull 
  2. Talkative skull 
  3. Dredge-tribe kobolds 
  4. Unexpected corpse 
  5. Bone flower 
  6. Roll twice and combine the results 
  New Characters 
  Here are some ideas for introducing new 
  characters: 
   
  The party is not the only group looking 
  for the Heart of the Sky. The icons sent 
  several groups of adventurers into the 
  underworld. The new character is the 
  lone survivor of another adventuring 
  group. 
   
  When the meteorite crashed down into 
  the dark, it destroyed underworld 
  settlements. If the new character is a 
  dwarf or a drow, it is conceivable that 
  they are the lone survivor of such a 
  settlement, or are looking for others who 
  were dragged off by star-masks into the 
  deeper underworld. 
   
  The new adventurer was on a different 
  quest in the underworld, unrelated to the 
  meteorite. When the meteorite crashed 
  through, it destroyed the location the 
  adventurer was heading to, and the 
  quest object fell down into the deeper 
  underworld with the meteorite. 
  The Pale Horizon 
  On a mission to locate a legendary gem that 
  crashed into the underworld in a meteorite, the 
  adventurers are sailing on a subterranean sea in 
  a stolen ship called the Demon-Queen. Ahead is 
  a bank of fog, and beyond that, a distant shore. 
  This is a montage scene. The point of this 
  montage is to describe a voyage on lightless 
  oceans as the party gets ever closer to a bank of 
  fog marked on their maps as the Pale Horizon. 
  Turn to the first player and ask them to describe 
  a problem that the party faced on the lightless 
  ocean, then turn to the player to their right and 
  ask them how their character solved the problem. 
  Go around the group until everybody has had a 
  chance to describe a fantastical source of trouble 
  for the party, and everybody has had a chance to 
  have their character overcome the challenges of 
  the 
  underworld’s 
  oceans. 
  Introduce 
  foreshadowing of upcoming parts of the 
  adventure as you go around the table (for 
  example mention ghost ships sailing out of the 
  bank of fog). 
  NPC—Luna Goldfriend 
  Luna is a half-elf explorer and friend of Firigin 
  the inventor; she went looking for Inigo Sharpe 
  (see the adventure THE STRANGLING SEA by Robin D. 
  Laws) and has ended up shipwrecked.   Her ship 
  ran into a bank of heavy fog and ended up deep 
  in the underworld. 
  
   
  30 
   
  Luna knows where she is, and suspects that 
  this is the afterlife. That might or might not be 
  true, we leave that up to your dear GM. Luna saw 
  a meteorite crash down far inland, and is willing 
  to point the adventurers toward the crash site, 
  though that is many day’s travel away by her 
  estimation. 
  Luna has long white-blond hair that is always 
  falling over her eyes and needs tucking back 
  behind her ears. In contrast to her hair, her skin is 
  of a dark brown tan, the color of good coffee. 
  This NPC can meet the adventurers on the 
  beach of bones, be a captive of the star-mask 
  skeletons, or be preying in the Temple of Light 
  for somebody to come rescue her, or wherever 
  you as the GM deem dramatically appropriate. 
  As an incremental advance, one of the 
  adventurers can gain Luna as a companion at the 
  end of the session as a feat.  
   
  Luna has hit points equal to the 
  adventurer’s level x 14. 
   
  Luna’s AC is 15+ the adventurer’s level. 
  Her MD is 2 less than her AC, and her PD 
  is 6 less than her AC. 
   
  Luna cannot help in a fight (she hides, 
  flees, or otherwise seeks safety). 
   
  Luna has a background “Inventive 
  explorer” at +3. The adventurer who has 
  Luna as a companion can use that 
  background as if it was a background of 
  their own. 
  Basically Luna works just like the further 
  backgrounding feat but with the ability to die in a 
  fight. If Luna dies the adventurer regains the feat 
  used to have her as a companion. 
  Conceivably, Luna could be taken as an 
  ‘animal companion’ by a ranger or druid, 
  bending the rules slightly. Luna’s animal 
  companion advantage is that she can make ranged 
  attacks. 
  The Beach of Bones 
  The sunless sea flows towards a fog-shrouded 
  beach made of pale bones. The beach stretches as 
  far as the eye can see, illuminated by floating 
  lights (will-o'-wisps or ignis fatuus). The ocean 
  itself is flowing into the beach, draining down to 
  some unseen depth below the beach of bones. 
   
  A land of the dead, vs THE land 
  of the dead? Frankly that is up 
  to you. This place has bone 
  beaches, skeletons, ghosts, and 
  further inland it has really 
  strange things. If you and your 
  players decide that this is THE ‘Land of the 
  Dead’ and part of the afterlife, then that is 
  cool. If you instead decide that this is A land of 
  the dead, a place where some of those that die 
  in the underworld end up, that is also an 
  option. Maybe it is simply a dead land like the 
  Necropolis, a place tainted by the corpse of 
  dead titans or some similar necromantic 
  explanation, and that is cool too. Maybe this 
  part of the underworld is beneath the 
  Necropolis (in which case give those who have 
  a relationship with the Lich King an extra icon 
  die due to his influence. 
   
  As the Demon-Queen ship grounds with a 
  crunch, the adventurers are faced with the 
  prospect of surviving on the beach.  
  Survival in a strange place: DC 15. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Bone crabs +5 vs AC—2d6 damage as the 
  crabs sense a fresh meal and attack. 
  OR 
  Boneslide (like a landslide) +5 vs AC—
  8 damage, or 4 damage to the adventurer 
  and one ally each if an ally agrees to help 
  them 
  OR 
  Mist of forgetting +5 vs MD—3d4 
  psychic damage 
  Natural 19+: The target becomes 
  confused until the end of their next 
  turn (they briefly forget who their 
  allies are). 
  Icon Option: High Druid 
  If the High Druid is an important icon in 
  this game, then bone crabs are not 
  supernatural creatures and are simply a 
  type of hermit crab that specializes in 
  carrion. 
  
   
  31 
   
  Characters with a relationship with 
  the High Druid can spend a 5 or 6 to shoo 
  the bone crabs away from the party. 
  Spending a 6 not only rids the immediate 
  area of bone crabs but the adventurer 
  uncovers a magic item on the beach 
  during the process. 
  Icon Option: Lich King or 
  Priestess 
  If the Lich King or the Priestess are 
  important icons in this game, then this 
  beach of bones in the underworld is part 
  of the (or a) land of the dead, and the 
  will-o’-wisps on the beach are lost souls. 
  Any adventurer with a relationship 
  with either of the above icons knows 
  enough of the lore of the afterlife to be 
  immune to psychic damage from the 
  mist of forgetting.  
  Spending a 6 with either of the above 
  icons means that the adventurer knows 
  enough to teach the lore of the dead to 
  the rest of the party, enabling other 
  characters to make a save (11+) to avoid 
  psychic damage from the mist. 
   
   
  
   
  32 
   
  Star-mask Skeletons 
  As the adventurers walk inland, they encounter a 
  group of star-masked skeletons, wandering near 
  the bone-dust beach.  
  Of course this is a good thing, it means that the 
  adventurers are getting closer to the crashed meteorite. 
  These star-masks are following one of the 
  imperatives, to find living creatures (preferably 
  humanoids) and possess them. Guess who the 
  only 
  living 
  humanoids 
  around 
  are? 
  The 
  adventurers… 
  Number of 
  PCs 
  Masked 
  Skeleton 
  Crumbling 
  Masked 
  Skeleton 
  3 
  6 
  5 
  4 
  8 
  5 
  5 
  10 
  5 
  6 
  12 
  5 
  MASKED SKELETON  
  The star-mask’s tendrils act just like muscles and 
  tendons for this hijacked undead creature. 
   
  0 level spoiler [ABERRATION]  
  Initiative: +8  
   
  Stumbling rush +5 vs. AC—4 damage and the 
  skeleton pops free and moves into engagement 
  with a nearby or far away enemy.  
  Natural even miss: the skeleton pops free and 
  moves into engagement with a nearby or far 
  away enemy.  
  Natural odd miss: the skeleton pops free.  
   
  Unnatural leap: When the escalation die is 0 or 1, 
  as a move action the skeleton moves into 
  engagement with a nearby or far away enemy.  
   
  Resist fire 16+: Attacks that do fire damage must 
  be natural 16+ rolls against this creature or they 
  only deal half damage to it.  
   
  AC 16  
  PD 10  
  HP 20  
  MD 14  
   
  CRUMBLING MASKED SKELETON 
  The skeleton is starting to fall apart, pulled to bits by 
  the tentacles of the star mask. 
    
  1st level mook [ABERRATION]  
  Initiative: +8  
   
  Jagged stumps +6 vs. AC—3 damage  
  Natural 16+ hit: The attack does double damage, 
  but the skeleton takes 1d6 damage.  
   
  [Group ability] C: Vomit tentacles +6 vs. PD (1d3 
  nearby enemies in a group)—4 damage  
   
  Group ability: For every four crumbling masked 
  skeleton in the battle (round up), one of them 
  can use vomit tentacles once during the battle.  
   
  Resist fire 16+: Attacks that do fire damage must 
  be natural 16+ rolls against this creature or they 
  only deal half damage to it. 
   
  AC 17  
  PD 11  
  HP 7 (mook)  
  MD 15  
  Mook: Kill one crumbling masked skeleton mook 
  for every 7 damage you do to the mob. 
  Icon Option: Archmage or 
  Crusader 
  If the Archmage or Crusader are 
  important icons in this game, then these 
  skeletons are wearing faded magic armor 
  that was made by the Archmage for the 
  Crusader’s troops. The armor that these 
  skeletons are wearing is an echo of what 
  they once were. 
  The armor gives the skeletons +1 to 
  their defenses, but also inflicts damage 
  equal to the escalation die to the wearer 
  each round. This means that the fight 
  with these skeletons will be quicker, but 
  tougher. 
  Icon Option: Lich King 
  If the Lich King is an important icon in 
  this game, then these skeletal beings are 
  made of a mish-mash of bones, not whole 
  intact skeletons. Each round, roll a d8, if  
  
   
  33 
   
   
   
  
   
  34 
   
  the roll is below the escalation die the 
  skeletons’ joints lock up and they cannot 
  move that round. 
  Any adventurer who spends a 6 with 
  the Lich King notices the mismatches 
  and poorly set bones and can make 
  attacks in such a way that the skeletons 
  will be vulnerable to their attacks. 
  The Temple of Light 
  The adventurers continue their trek, as the bone 
  dust dunes give way to a trackless desert of 
  compressed bone dust. This is the start of the 
  White Desert. 
  The adventurers spot a structure far in the 
  distance. Above the structure is a glowing light, 
  like a miniature sun. As the adventurers get 
  closer, they see that the structure is a temple 
  made out of bone-white bricks. The light above 
  the temple is an orb of millions of glowing souls, 
  singing an anthem to the gods of light. 
  As the adventurers approach the temple, they 
  hear a sound like an avalanche behind them. The 
  Beach of Bones is itself a giant undead creature, 
  though it is slow to react. It has finally noticed 
  that living creatures have tread upon it and it 
  intends to claim their bones for itself. 
  This isn’t a ‘fight’ in the traditional sense—the 
  Beach of Bones is akin to a phenomenon like a 
  storm rather than being like a monster with hit 
  points. There are several approaches, but each 
  character must choose one: 
  Stand and fight: DC 25. If an adventurer 
  fails the skill check make the following 
  attack against that adventurer: 
  Bone storm +15 vs AC—3d6 damage 
  OR 
  Ghostly teeth +10 vs MD—4d6 psychic 
  damage 
  Run away as fast as you can: DC 20. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Exhaustion +10 vs PD—lose a 1d3 
  recoveries.  
  OR 
  Call of the grave +15 vs MD—2d8 
  psychic damage 
  Defend the temple: DC 15. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Battered by bones +5 vs AC—2d6 
  damage 
  OR 
  Banshee scream +5 vs PD—2d6 thunder 
  damage 
  Icon Option: Priestess 
  If the Priestess is an important icon in 
  this game, then the Temple of Light 
  offers more than a physical refuge. 
  Characters who choose to take refuge in 
  the temple take only 2d4 damage instead 
  of 2d6 damage from attacks by the Beach 
  of Bones, as the gods protect them. 
  Adventurers who spend a 5 or 6 with 
  a positive relationship with the Priestess 
  may join in the anthem to the gods of 
  light. Spending a 5 means that the 
  character takes only 1d4 damage while 
  inside the temple. Spending a 6 means 
  that the souls in the orb of light defend 
  the character, making them immune to 
  harm from the Beach of Bones attacks. 
  Icon Option: Lich King 
  If the Lich King is an important icon in 
  this game, then the Beach of Bones is in 
  some ways sentient, if not actually 
  sapient. The beach can be bargained 
  with, perhaps even reasoned with. The 
  beach howls things like “Give me your 
  bones” and “I hunger for souls”. 
  We leave it as an exercise for the 
  players and GM exactly how this could 
  be taken advantage of. Adventurers who 
  can offer the beach something that its 
  simple hunger desires or who can 
  bargain with it might be able to turn back 
  the beach’s assault entirely.  
   
   
  
   
  35 
   
  Starved Vampires 
  As the adventurers bind their wounds and get 
  their bearings they notice pitiful looking figures 
  in the distance.  
  These are vampires. In this land of the dead, 
  there are no living creatures to feast upon and 
  these vampires have been down here for a very 
  long time without anything to eat. They are mad 
  with thirst, enfeebled by hunger, and desperate 
  to feast upon the adventurer’s blood. 
  The adventurers can retreat back to the 
  Temple of Light, but sooner or later they will 
  have to come out to face the undead howling and 
  pleading for blood. 
  Number 
  of 
  PCs 
  Death-Grip 
  Zombie 
  Starved 
  Vampire 
  Spawn 
  3 
  1 
  1 
  4 
  1 
  2 
  5 
  1 
  3 
  6 
  2 
  3 
  DEATH-GRIP ZOMBIE 
  3rd level wrecker [UNDEAD]  
  Initiative: +3  
  Vulnerable: holy  
   
  Death grip +8 vs. AC—8 damage  
  Natural even hit: The target and the zombie are 
  stuck (target saving ends). Every time the 
  target fails to save they take 4 damage.  
   
  [Quick action against targets stuck in a death 
  grip] Squeeeeze +12 vs. PD—4 damage  
   
  AC 19  
  PD 13  
  HP 45  
  MD 17  
   
  STARVED VAMPIRE SPAWN 
  3rd level spoiler [UNDEAD] 
  Initiative: +7 
  Vulnerability: holy 
   
  Claw +9 vs. AC—7 damage 
  Natural even hit: The vampire spawn can make 
  a fangs attack against the target as a free 
  action. 
   
  [Special trigger] Fangs +11 vs. AC—4 damage, 
  and a humanoid target is weakened (–4 attack 
  and defenses) until the end of the vampire 
  spawn’s next turn 
   
  AC 20 
  PD 17 HP 90 
  MD 15 
  Icon Option: Orc Lord or 
  Priestess 
  If the Orc Lord is an important icon in 
  this game, then these vampires were 
  once a clan of subterranean orcs who 
  attacked the wrong traveler. 
  Canny adventurers might be able to 
  take advantage of the innate orcishness 
  of the vampires, getting them to turn on 
  one of their own by feeding that one 
  some blood but not the others. If that is 
  something that the adventurers try to do, 
  it is a DC 20 skill check to do so 
  successfully and remove one vampire 
  from the fight. 
  Icon Option: Priestess 
  If the Priestess is an important icon in 
  this game, then the Temple of Light 
  contains some holy symbols that the 
  vampires fear.  
  If the party uses these items, then the 
  vampires must use their moves on turns 
  when the escalation die is odd to move 
  away from any character with a looted 
  holy symbol from the Temple of Light. 
  The vampires can attack first before 
  moving. 
   
   
  
   
  36 
   
   
   
  
   
  37 
   
  Icon Option: Archmage or 
  Lich King 
  If the Archmage or Lich King are 
  important icons in this game, then these 
  vampires want desperately to leave the 
  desert of bone dust and come to the 
  surface world. 
  If the party agrees to perform a ritual 
  that will send the vampires to the surface 
  world (assuming they can think of a way 
  to do that with ritual magic) the 
  vampires will agree not to attack.  
  Of course, if the ritual fails the 
  vampires will attack with a +1 to all their 
  attacks. The DC for the ritual is 20, but a 
  6 with the Archmage or the Lich King can 
  be used to turn a failed roll for the ritual 
  into a success (a 5 allows it to be a success 
  but with some sort of complication or 
  long-term aftereffect for the caster).  
  End of Part Two 
  The desert stretches onwards as far as the eye 
  can see, with pale mist obscuring everything 
  beyond the adventurer’s immediate location. 
  They might be going in circles for all they know. 
  Exhausted after what seems like days of walking, 
  the adventurers can take this opportunity to rest, 
  slumped back to back. 
  As to what happens next… that is in part 3. 
   
   
  
   
  38 
   
  Random 
  Encounters 
  Each session has optional random encounters 
  available to the GM. If the adventurers have 
  wandered off the beaten path into the unknown 
  and you need to create more adventure, or they 
  have cleverly circumvented the enemies and 
  challenges of the adventure as written then I’ve 
  got your back. 
  There are 5 random encounters per session, 
  making 20 random encounter in total—hey, that 
  fits with a d20 roll too! 
  1. Bone flower 
  2. Glow moss 
  3. Meteorite fragments 
  4. Strange flora and fauna 
  5. Talkative skull 
  6. Underworld traders 
  7. Unexpected corpse 
  8. Azer sailors 
  9. Catacomb dragon 
  10. Cave croakers 
  11. Cave orcs 
  12. Drow patrol 
  13. Dredge-tribe kobolds 
  14. Fungaloids 
  15. Haunted skull 
  16. Kobold warband 
  17. Meeting with a jorogumo 
  18. Rust monster 
  19. Stirge hive 
  20. Roll twice and combine the results 
   
  Bone flower 
  Growing near areas suffused with negative 
  energy, bone flowers have articulated calcium 
  shells that give them a bone-like appearance. 
  The flowers are carnivorous, with each one 
  having what appears to be an eye in the center. 
  Scavengers who enjoy eating nice juicy eyes from 
  fresh corpses are often tricked right into the 
  flower’s trap—when a living creature moves too 
  close to the flower the boney petals snap shut and 
  the sticky ‘eye’ exudes an acid to dissolve the 
  trapped creature.  
  Provided adventurers keep their hands away 
  from the flowers they should be safe, unless they 
  have accidentally wandered into a field of bone 
  flowers: 
  Escaping a bone flower field: DC 15. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Acid eye +10 vs AC—2d6 acid damage 
  Glow moss 
  This moss glows with an inner light, and is found 
  in areas where there is residual magic. Most often 
  the moss is found near veins of metals that have 
  a faint magical aura, but sometimes they grow 
  over more interesting things. Roll d4: 
  1. The moss is faintly glowing. Maybe 
  many feet behind this cavern wall there 
  is a vein of something that might interest 
  dwarven miners. 
  2. The moss is glowing strongly. Years ago 
  there was a magical battle here, but apart 
  from there being enough light here to 
  read by there is nothing of interest. 
  3. The moss is growing over a magic item, 
  lost down here long ago. 
  4. The moss is growing over something on 
  the wall. The moss is growing over 
  meteorite 
  fragments 
  (see 
  meteorite 
  fragments). 
  Meteorite fragments 
  The meteorite crashed down into the underworld 
  near to here, parts of it blasting off into the 
  tunnels and caverns that its passage bisected. 
  The glittering volcanic rock is embedded in 
  the walls might be benign, or might not. Roll d6: 
  1. It’s just rock, sparkly in the torch light 
  but it is just coal and scattered diamond 
  dust. There is a 50% chance that a good 
  search of the area will turn up a small 
  uncut diamond worth 2d20x10 gp. 
  2. The sparkling rock glows with a dull red 
  light, 
  the 
  heat 
  from 
  its 
  violent 
  incorporation into the tunnel’s walls still 
  not fully dissipated. 
  
   
  39 
   
  3. The rock is absorbing heat, glistening 
  frost spreading from it along the walls 
  and ice forming on the wet tunnel floor. 
  If a fight occurs here, anybody rolling a 
  natural 1 on an attack falls and takes 1d4 
  damage. 
  4. Along with the glittering black rock star-
  mask eggs were ejected. Fortunately the 
  force of their ejection killed the tiny 
  monsters. 
  5. A 
  light 
  emanates 
  from 
  the 
  rock, 
  illuminating the tunnel. The meteorite’s 
  rock glitters and shines like stars in the 
  night. 
  6. The magic of the meteorite’s rock is 
  causing the adventurers to become ill: 
  Ionizing radiation +5 vs PD—2d6 
  negative energy damage 
  Strange flora and 
  fauna 
  The party encounters strange yet ultimately 
  harmless animals of the underworld. Roll d6: 
  1. A sheet of perfectly black moss, so dark 
  that at first it looks like a hole. The moss 
  is edible, and a tiny transparent lizard is 
  chewing on it. 
  2. A small inch-tall gelatinous cube is 
  making its way across the ceiling, 
  ignoring the party even if they poke it 
  with their weapons. 
  3. Carnivorous 
  cave 
  limpets, 
  moving 
  slowly about looking to eat anything that 
  moves even slower than they do. 
  4. Creatures that resemble a foot-long slugs 
  hang from the ceiling on threads of slime. 
  If disturbed they unfurl their bodies into 
  something resembling manta rays and 
  flap around the adventurers before 
  disappearing off into the dark. 
  5. Vast sheets of bacterial slime drip from 
  the cavern ceiling and pool on the floor. 
  They are harmless extremophiles who 
  thrive in some areas of the underworld 
  and form the base of quite a few food-
  chains down here. 
  6. What at first looks like a bank of scree 
  rock turns out to be hundreds of 
  cockroach-like insects, they scurry off 
  into the dark when the adventurers step 
  upon one of them. 
  Talkative skull 
  This skull is haunted, but is keen to talk to the 
  adventurers. Its name is Naheulbeuk and it 
  hasn’t seen much of the underworld yet (it is 
  currently staring at its own former shoulder 
  blades).  
  Naheulbeuk would very much like to join the 
  party (it claims it used to be an adventurer and 
  that it died fighting an icon called the Dark 
  Jester). If the party carries it about with them the 
  talking skull will offer advice now and again 
  (good for one rerolled failed skill check with a -2 
  penalty per session). 
  Underworld traders 
  These traders come from many races and are 
  carrying a supply of dwarven ales from a colony 
  of dwarves several days travel upwards to a 
  settlement of oozefolk. 
  The traders are seeking a new route, the 
  tunnels that they normally traverse were 
  destroyed 
  by 
  the 
  meteorite’s 
  passage 
  downwards. 
  The traders are not interested in fighting the 
  adventurers, and will flee from any conflict. 
  Unexpected corpse 
  Pow! With a blinding flash of light a dead wizard 
  appears in front of the party. A victim of a curse, 
  a teleport spell gone awry, or a wizard disposing 
  of a rival’s body? Who knows, but this corpse has 
  some magic items still on it. 
   
   
   
   
  
   
  40 
   
  Azer sailors 
  These azer (fire dwarf) sailors might be 
  encountered by the adventurers on the lightless 
  under-oceans, or trading in the City of Silver 
  Webs. The azer sailors would rather avoid a fight 
  in favor of trading, but if the adventurers insist 
  on fighting they are more than happy to oblige… 
  Number 
  of 
  PCs 
  Azer Sailor 
  Azer Captain 
  3 
  2 
  1 
  4 
  3 
  1 
  5 
  4 
  1 
  6 
  5 
  1 
  AZER SAILOR  
  2nd level troop [HUMANOID]  
  Initiative: +7  
   
  Burning axe +7 vs. AC—4 damage  
  Natural even hit or miss: 2 ongoing fire damage.  
   
  R: Throwing axe +7 vs. AC—4 damage  
   
  Blistering heat: When an enemy engaged with the 
  azer attacks it, that enemy takes 1 fire damage.  
   
  Fighting surge: Once per battle when an attack 
  crits the azer but doesn’t kill it, the azer can heal 
  2d6 hp.  
   
  Cold haters: The azer adds the escalation die to its 
  attacks against a target that is capable of dealing 
  cold damage with a spell, attack, or magic item.  
   
  Fire resistance 18+: When a fire attack targets this 
  creature, the attacker must roll a natural 18+ on 
  the attack roll or it only deals half damage.  
   
  AC 18  
  PD 15  HP 30  
  MD 12  
   
  AZER CAPTAIN 
  3rd level leader [HUMANOID]  
  Initiative: +7  
   
  C: Fiery whip +8 vs. AC (one nearby enemy)—
  10 fire damage  
   
  R: “Yarr!” +8 vs. MD—4 thunder damage and 
  other azer have +1 to hit the target until the end 
  of the target’s next turn. 
   
  Blistering heat: When an enemy engaged with the 
  azer attacks it, that enemy takes 2 fire damage.  
   
  Fighting surge: Once per battle when an attack 
  crits the azer but doesn’t kill it, the azer can heal 
  3d6 hp.  
   
  Cold haters: The azer adds the escalation die to its 
  attacks against a target that is capable of dealing 
  cold damage with a spell, attack, or magic item.  
   
  Fire resistance 18+: When a fire attack targets this 
  creature, the attacker must roll a natural 18+ on 
  the attack roll or it only deals half damage.  
   
  AC 19  
  PD 16  HP 40  
  MD 13  
   
   
  
   
  41 
   
  Catacomb dragon 
  Catacomb dragons normally haunt caves near 
  mineral deposits. The meteorite’s passage has 
  roused the dragons to action, and they have 
  burrowed up to the adventurer’s location. 
  Number of PCs 
  Catacomb Dragon 
  3 
  1 
  4 
  1 
  5 
  2 
  6 
  2 
  CATACOMB DRAGON  
  Catacomb dragons inhabit deep subterranean lairs 
  near large veins of ores and precious stones. They have 
  no use for the materials themselves, but viciously 
  protect the veins from dwarves and dark elves. 
   
  Large 3rd level wrecker [DRAGON]  
  Initiative: +9  
  Vulnerability: thunder  
   
  Acid fangs +8 vs. AC (2 attacks)—8 damage, and 
  5 ongoing acid damage  
  Natural 5, 10, 15, or 20: The dragon regains the 
  use of its caustic breath if it’s expended and 
  can use it during its next turn.  
   
  C: Caustic breath +7 vs. PD (1d3 nearby 
  enemies)—10 acid damage, 5 ongoing acid 
  damage, and the target is caught in an acidic haze 
  (see below) with an effect that depends on the roll  
  Even hit: While in the haze, the target is dazed 
  from choking or blinding.  
  Odd hit: While in the haze, the target takes a –5 
  penalty to all saves against acid damage.  
  Miss: 5 ongoing acid damage.  
   
  Acidic haze: The haze is magical, semi-aware, and 
  remains around the target until the end of the 
  battle or until removed magically. A spellcaster 
  can cast a spell that targets AC or PD to attack 
  the haze and destroy it—the haze has 1 HP and 
  an AC/PD of 22. The GM is encouraged to play 
  fast and loose with physics here: the mist can 
  be burned, condensed/ frozen, blown away, 
  absorbed, transmuted, etc. At the GM’s 
  discretion, there may be physical ways to 
  remove the haze, but it should require a hard 
  DC.  
  Limited use: 1/battle, as a quick action.  
   
  All-terrain terror: A catacomb dragon flies 
  reasonably well, powerful and fast in a straight 
  line though it’s not as maneuverable as more 
  agile flyers. It can also burrow quickly and 
  effectively due to the acidic coating on its skin.  
   
  Corrosive contact: When an enemy is engaged with 
  the catacomb dragon at the start of its turn, it 
  takes 3 acid damage.  
   
  Resist acid 14+: When an acid attack targets this 
  creature, the attacker must roll a natural 14+ on 
  the attack roll or it only deals half damage.  
   
  AC 19  
  PD 17  HP 104  
  MD 15 
   
   
  
   
  42 
   
  Cave croakers 
  Looking like rock-skinned toads, these ambush 
  predators use their long sticky tongues to snatch 
  travelers of paths through caverns and pull them 
  up to their ceiling roosts. 
  Whichever adventurer is walking in the front 
  must make a wisdom-based skill check: 
  Noticing the piles of bones before the 
  cave croakers strike: DC 20. If the lead 
  adventurer fails the skill check two cave 
  croakers get a free attack against the 
  party before initiative is rolled 
  Number of PCs 
  Cave Croakers 
  3 
  2 
  4 
  3 
  5 
  4 
  6 
  4 
  CAVE CROAKER 
  Looking like rock-skinned toads, these ambush 
  predators use their long sticky tongues to snatch 
  travelers of paths through caverns and pull them up to 
  their ceiling roosts. 
   
  3rd level spoiler [BEAST] 
  Initiative: +10 
   
  Kick +8 vs. AC—8 damage 
  Natural even hit or miss: the cave croaker pops 
  free and bounces away. 
   
  C: Sticky tongue +8 vs. AC (one nearby or far 
  away enemy)—10 damage OR the target loses 
  their headgear 
  Target took damage and the natural roll was above 
  their Strength: The target is pulled into 
  engagement with the cave-croaker. If the 
  cave croaker is on the ceiling then the target 
  and cave croaker fall after moving, the target 
  taking 2d6 damage. 
   
  Echolo-croak-ation: Cave croakers can see in the 
  dark by croaking, though doing so gives away 
  their position too. 
   
  Wall-crawler: A cave croaker can climb on ceilings and 
  walls as easily as it moves on the ground. 
   
  Nastier Specials 
  Stickier tongue: If the cave croaker’s natural roll 
  was above the target’s Constitution then the 
  target takes an extra 1d6 damage as a patch of 
  their face or scalp is ripped clean off! 
  Rocky skin: The cave croaker takes only half 
  damage from attacks that are natural 1-5s.  
   
  AC 19 
  PD 17 
  HP 45 
  MD 13 
   
   
  
   
  43 
   
  Cave orcs 
  Horrid subterranean humanoids, on the hunt for 
  food; these orcs have bat-like ears and huge pale 
  eyes. 
  Number 
  of 
  PCs 
  Cave Orcs 
  Death Plague 
  Orcs 
  3 
  2 
  1 
  4 
  5 
  1 
  5 
  8 
  1 
  6 
  12 
  1 
  CAVE ORC  
  Their bodies are thin and twisted with bat-faced 
  grinning skulls and huge nearly-blind eyes, but the 
  high-pitched screeching they use as sonar is perfect 
  orcish. The sounds are nearly 100% curse words, but 
  that’s not uncommon for orcish.  
   
  3rd level mook [HUMANOID]  
  Initiative: +6, or +12 at night or in dark caves  
   
  Obsidian knife +8 vs. AC—4 damage, and +1d4 
  damage for each other orc engaged with the 
  target (max +4d4)  
   
  R: Rock +7 vs. AC—5 damage  
   
  Hears everything: Increase the DC to sneak past 
  cave orcs silently by +5.  
   
  Nocturnal predator: If the battle is at night (or in 
  darkness), the orc gains a +2 attack bonus. If the 
  battle is during the day (or in daylight) it takes 
  a –2 penalty to all defenses.  
   
  AC 19  
  PD 18  
  HP 10 (mook)  
  MD 12  
  Mook: Kill one cave orc mook for every 10 damage 
  you deal to the mob.  
   
  DEATH-PLAGUE ORC  
  Large 3rd level spoiler [HUMANOID]  
  Initiative: +2  
   
  Huge spiked flail +8 vs. AC—21 damage and the 
  target must immediately save (11+) or lose a 
  recovery due to pestilence*. 
   
  AC 20  
  PD 18  
  HP 90  
  MD 12 
  *The 13th Age Bestiary has more intricate rules for fun 
  orc-related diseases and a slightly different death-
  plague orc. 
   
   
  
   
  44 
   
  Drow patrol 
  The drow are patrolling this section of the 
  underworld, 
  concerned 
  that 
  the 
  recent 
  cataclysmic piercing of the layers of the 
  underworld will cause normally separated dark 
  dwellers to come into conflict. 
  The drow don’t actually care about spreading 
  peace, they just want to keep the balance of 
  power in their favor. 
  The adventurers might be able to trade with 
  the drow, might end up sharing a meal with 
  them, or could end up in a fight.  
  Number 
  of 
  PCs 
  Drow 
  Soldier 
  Drow Spider 
  Mage 
  3 
  5 
  1 
  4 
  8 
  1 
  5 
  6 
  2 
  6 
  9 
  2 
  DROW SOLDIER  
  It’s easy to ignore them so you can concentrate on 
  more dangerous enemies. And then three crossbow 
  quarrels sprout from your shoulder and you shift your 
  priorities.  
   
  4th level mook [HUMANOID]  
  Initiative: +9  
   
  Paired swords +9 vs. AC—6 damage  
   
  R: Crossbow +9 vs. AC (one nearby enemy, or a 
  far away enemy at –2 atk)—7 damage  
  With my dying breath I curse at thee: When the 
  drow soldier drops to 0 hp, one enemy engaged 
  with it takes 2 poison damage before the drow 
  soldier dies.  
   
  AC 20  
  PD 19  HP 18 (mook)  
  MD 14  
  Mook: Kill one drow soldier mook for every 18 
  damage you deal to the mob.  
  DROW SPIDER-MAGE  
  She stalks silently toward you, her sharpened wand 
  pointed at your heart. A spider the size of a cat hisses 
  malevolently at you from her shoulder. Why is she 
  smiling?  
   
  3rd level caster [HUMANOID]  
  Initiative: +8  
   
  Sharpened wand +8 vs. AC—10 damage  
   
  R: Shadowfire +8 vs. PD (one nearby or far away 
  enemy)—8 damage, and the target is weakened 
  (save ends)  
  Limited use: Once the spider-mage hits with 
  shadowfire, she can’t use it again until the target 
  saves against it.  
   
  C: Malediction of webs +8 vs. PD (up to 2 nearby 
  enemies in a group)—The target is stuck (save 
  ends), and takes 5 damage each time it fails the 
  save  
   
  Dark orison: Each time the spider-mage misses with 
  an attack, the crit range of attacks by drow and 
  spiders in the battle expands by 1.  
   
  Spider speaker: The first time each battle an enemy 
  hits the spider-mage with a melee attack, that 
  attacker takes 8 ongoing poison damage from her 
  familiar.  
   
  AC 19  
  PD 13  HP 40  
  MD 17  
   
   
   
  
   
  45 
   
  Dredge-tribe kobolds 
  These kobolds are adapted to live in extreme 
  conditions, on islands in lightless oceans and in 
  deserts where nothing grows. Existing in 
  symbiosis with an underworld moss, they have a 
  shaggy, almost furry appearance. 
  These kobolds might turn up to trade honestly 
  with the adventurers, or might just be distracting 
  the adventurers while a kobold thief steals from 
  the party’s packs and scabards. 
  Noticing the kobold pick-pocket: DC 20. 
  Only one adventurer needs to make this 
  roll, but if they fail they lose an important 
  item (maybe even a magic item).  
  If the kobolds do steal something then 
  doubtless the party will give chase: 
  Kobold chase: DC 15. Each adventurer 
  must roll the skill check. If an adventurer 
  fails the skill check make the following 
  attack against that adventurer: 
  Low ceiling meets tall adventurer +15 vs 
  AC (+10 vs halflings, dwarves, and 
  gnomes)—2d6 damage 
  If the party keeps chasing the kobolds the 
  kobolds will enter a trapped area: 
  Kobold traps +10 vs AC—2d6 damage 
  from (roll d6): 
  1. Ankle-trapping blades 
  2. Crotch-height oil-squirting bladder, 
  and a candle on a spring (fire 
  damage) 
  3. Neck-height noose 
  4. Bucket of angry crabs 
  5. Glue pot and scorpions fired by 
  slingshot (poison damage) 
  6. Face-slicing swinging blades 
  If the party keeps chasing the kobold tribe 
  they will corner the kobolds and be able to fight 
  them. 
  Number 
  of 
  PCs 
  Kobold Hero 
  Kobold Dog 
  Rider 
  3 
  2 
  1 
  4 
  3 
  1 
  5 
  1 
  3 
  6 
  2 
  3 
  KOBOLD HERO 
  2nd level leader [HUMANOID] 
  Initiative: +3 
   
  Shortsword +7 vs. AC—6 damage, and each 
  nearby non-leader kobold deals +3 damage 
  with its next attack this battle that hits 
  Natural even miss: 3 damage. 
   
  Evasive: Kobolds take no damage from missed 
  attacks. 
   
  AC 18 
  PD 16  
  HP 34 
  MD 12 
   
  KOBOLD DOG-RIDER  
  Here comes the cavalry! Riding feral terriers, savage 
  corgis, and dire-schnauzers! The tiny doggy armor is 
  adorable, the flaming lances of the riders much less so.  
   
  3rd level troop [HUMANOID]  
  Initiative: +8  
   
  Flaming lance +8 vs. AC—6 damage, and 3 
  ongoing fire damage  
  Natural 16+: The kobold and its steed pop free 
  from all enemies and can move as a free 
  action.  
   
  R: Tiny crossbow +8 vs. AC—9 damage, and the 
  kobold and its steed can move as a free action.  
  Natural roll is above target’s Wisdom (trapster): 
  There is line tied to the barbed dart, 
  pulling/tripping the target into a trap. See 
  Trapster at the end of the kobold entry.  
   
  Evasive: Kobolds take no damage from missed 
  attacks.  
   
  Canine steed: The steed can’t be targeted 
  separately from the kobold. If the kobold dies 
  the dog runs away.  
   
  AC 19  
  PD 16  
  HP 41  
  MD 12 
  
   
  46 
   
  Fungaloids 
  The strange fungus people of the underworld are 
  using the meteorite as an opportunity to expand 
  their fungal kingdom. 
  These fungaloids are not immediately hostile, 
  and if the adventurers prove to be friendly to the 
  fungaloids then they will summon a twygzog 
  (fungaloid ‘prince’ or ‘princess’) to speak 
  verbally to the adventurers—the fungaloids 
  initially encountered can only communicate via 
  spores. 
  Of course if the adventurers are unfriendly 
  then the fungaloids will choose to attack. 
  Number 
  of PCs 
  Aerial 
  Spores 
  Sporriors 
  Fungaloid 
  Drudge 
  3 
  5 
  1 
  1 
  4 
  5 
  2 
  1 
  5 
  5 
  3 
  1 
  6 
  5 
  4 
  1 
  FUNGAL ATTACKS  
  Some fungaloids can make special attacks, 
  usually triggered with a natural 16+ attack roll, 
  though the attacks can be used as a standard 
  action too in some cases. When building 
  fungaloid battles, decide what sort of attack or 
  attacks these fungaloids have. The monster 
  entries will tell you how many attacks to pick. 
  Add the fungaloid creature’s level to attacks and 
  damage, as indicated.  
  C: Poison tentacles 5 + level vs. PD (1d3 nearby 
  enemies)—3 + level poison damage, and the 
  target is vulnerable to fungal attacks (save 
  ends)  
  C: Brown noise 5 + level vs. PD (1d3 nearby 
  enemies)—3 + level ongoing thunder damage  
  C: Hallucinogenia 3 + level vs. MD (one nearby 
  enemy)—The target is confused (easy save 
  ends, 6+)  
  C: Infectious spores 5 + level vs. PD (1d3 nearby 
  enemies)—3 + level ongoing poison damage  
  C: Piercing shriek 5 + level vs. PD (1d3 nearby 
  enemies)—4 + level psychic damage 
    
  AERIAL SPORE  
  It floats serene, red and deadly. The long tendrils push 
  it spasmodically as it crawl-drifts closer, flickers of 
  bioluminescence pulsing through its small, languid 
  body.  
   
  2nd level mook [PLANT]  
  Initiative: +1  
   
  C: Stinging tendrils +6 vs. PD (one nearby 
  enemy)—4 poison damage, and the target is 
  weakened until the end of its next turn  
   
  Puffball exploder: The first time each round an 
  aerial spore in the battle drops to 0 hp, it 
  explodes and 1d3 nearby non-fungus non-
  construct creatures are covered in spores and 
  begin to choke. Until the end of the battle, 
  when a choking creature rolls a natural 1–5 
  on an attack roll, it takes damage equal to the 
  natural roll. If a creature is affected twice by 
  this attack, the damage it takes on a natural 
  1–5 doubles; if affected three times, it triples, 
  etc.  
   
  Spores: A creature choking from puffball 
  exploder can use a standard action to wash 
  the spores off itself and/or cough them up, 
  preventing further choking effects until it’s 
  affected by puffball exploder again.  
   
  Weightless: The aerial spore floats upon air 
  currents, but it prefers to stay within 5 to 7 
  feet of the ground so it can use its tendrils to 
  keep it in place or propel it. A free-floating 
  spore too far away from the ground to use its 
  tendrils can easily be blown about from 
  strong winds or similar magical effects.  
   
  AC 15  
  PD 9  
  HP 7 (mook; puffball 
  exploder)  
  MD 13  
  Mook: Kill one aerial spore mook for every 7 
  damage you deal to the mob. 
   
  
   
  47 
   
  SPORRIOR  
  Fungi are not known for being fast, but this one is. A 
  strange pale ape-dog thing, with a head that hinges 
  open to unleash a high-speed spore attack. Clouds of 
  choking fungus accompany chitinous darts launched 
  by compressed air.  
   
  2nd level wrecker [PLANT]  
  Initiative: +10  
   
  Chitinous bite +7 vs. AC—5 damage  
  Natural even hit or miss: The sporrior can make 
  a spore cloud attack this turn as a quick 
  action.  
   
  R: Parasitic darts +6 vs. AC (1d3 nearby or far 
  away enemies in a group)—5 poison damage  
  Natural even hit or miss: The sporrior can make 
  a spore cloud attack this turn as a quick 
  action.  
   
  C: Spore cloud +6 vs. PD (1d3 nearby 
  enemies)—4 poison damage  
   
  Sprinter: A sporrior gains an extra move action 
  when the escalation die is odd.  
   
  Wall-crawler: A sporrior can climb on ceilings 
  and walls as easily as it moves on the ground.  
   
  AC 18  
  PD 16  
  HP 36  
  MD 12  
  FUNGALOID DRUDGE  
  Some look like walking mushrooms with arms and 
  faces, others are clearly corpses that have become 
  infested with spores.  
   
  3rd level troop [PLANT]  
  Initiative: +5  
   
  Pitchfork +8 vs. AC—10 damage  
  Natural 16+: The drudge can make a fungal 
  attack this turn as a quick action.  
  Fungal attack—Make ONE fungal attack  
   
  AC 19  
  PD 17  
  HP 32  
  MD 13  
  TWYGZOG DIPLOMAT 
  It is tall and beautifully proportioned like an elf, but 
  its pale grey-green skin and large pupil-less eyes give 
  away its heritage: this is an independent mind within 
  its subterranean fungal kingdom, able to talk with 
  outsiders as though they were its equal. 
   
  Double-strength 5th level spoiler [PLANT] 
  Initiative: +12 
   
  C: Spore cloud +10 vs. PD (1d3 nearby 
  enemies)—12 ongoing poison damage 
  Natural even hit with first attack each turn: The 
  twygzog makes up to TWO fungal attacks a 
  quick actions. 
   
  C: Parasitic spores +10 vs. PD (up to 3 nearby 
  enemies)—Until the end of the battle when the 
  target spends a recovery the twygzog makes a 
  fungal attack that originates from the target 
  and the target loses a recovery. 
  Limited use: Once per battle only. 
   
  Nastier Specials 
  Fungal resurrection: The fungaloid will regrow 
  within the hour unless the whole area is cleansed 
  with 
  fire 
  or 
  otherwise 
  sterilized. 
  If 
  the 
  adventurers fail to do the same for their 
  equipment they might wake up covered in 
  growing fungaloids. 
   
  Alien mind: The fungaloid looks humanoid, but is 
  a peripheral part of a huge gestalt mind whose 
  individual 
  parts 
  are 
  linked 
  by 
  spore-
  communication. It gains a bonus to its MD equal 
  to the number of other fungaloids currently in the 
  battle. 
   
  AC 21 
  PD 17 
  HP 146 
  MD 19 
   
   
  
   
  48 
   
  Haunted skull 
  A ghost is bound to its remains, and is angry 
  about that! 
  Number 
  of PCs 
  Bone 
  Wretch 
  Zombie 
  Shuffler 
  Watch 
  Skull 
  3 
  These appear only if 
  summoned 
  by 
  a 
  skull’s screech. 
  2 
  4 
  3 
  5 
  4 
  6 
  5 
  WATCH SKULL  
  1st level troop [UNDEAD]  
  Initiative: +9  
   
  C: Screech +8 vs. MD (1d3 random nearby 
  creatures)—4 psychic damage  
  Natural 16+: The target is stuck (save ends).  
  Natural roll is equal to or lower than the escalation 
  die: 1d3 enemies hear the alarm and join the 
  battle. The creatures attracted by the constant 
  screeching are (usually) 1st level mooks of a 
  type that would be appropriate for the skull’s 
  location.*  
   
  Immobile: The skull can’t hop, jump, roll, or fly. It 
  can’t even move its jaw.  
   
  Lost opportunity: This creature can’t make 
  opportunity attacks.  
   
  Nastier Specials  
  Allies: Creatures that have been mystically 
  “keyed” to the skull aren’t affected by its 
  screech attack.  
  Gem eyes: The skull can sense the unseen and 
  things from beyond the world. A wizard using 
  a blur spell, a rogue shadow walking, and other 
  similar abilities offer no protection from the 
  skull and its screech attack. (If the PCs come up 
  with a plausible tactic to bypass the skull, give 
  the skull a normal save to detect them.)  
  Move-triggered: When an enemy near the skull 
  uses a move action to move, the skull can make 
  a screech attack against that creature as a free 
  action that interrupts the move. The skull can 
  use this ability twice per round. Shadow 
  walking, teleporting, and other non-standard 
  modes of movement will trigger the screech 
  attack.  
   
  AC 16  
  PD 11  
  HP 20  
  MD 16 
  BONE WRETCH 
  1st level mook [UNDEAD] 
  Initiative: -1 
   
  Shambling smash +6 vs. AC—4 damage 
  Natural even hit: Another unengaged bone 
  wretch can move into engagement with an 
  enemy as a free action. 
   
  Nastier Specials 
  Twice-dead: When the last mook is down the 
  adventurers have 1 round to destroy them 
  before they all stand back up again with half 
  their full hp. Killing them a second time will 
  do the job. 
   
  AC 17 
  PD 11 
  HP 8 
  MD 13 
  Mook: Kill one bone wretch mook for every 8 
  damage you deal to the mob (or every 4 damage 
  if they are twice dead). 
  ZOMBIE SHUFFLER 
  1st level mook [UNDEAD] 
  Initiative: +0 
  Vulnerability: holy 
   
  Rotting fist +5 vs. AC—3 damage 
  Natural 16+: Both the zombie and its target take 
  1d4 damage! 
   
  Headshot: A critical hit against a zombie shuffler 
  deals triple damage instead of the normal 
  double damage for a crit. 
   
  AC 14 
  PD 12 HP 10 (mook) 
  MD 8 
  Mook: Kill one zombie shuffler mook for every 10 
  damage you deal to the mob. 
  
   
  49 
   
  Kobold warband 
  The kobolds march to war against their ancient 
  enemies: everybody else. 
  Number 
  of 
  PCs 
  Kobold 
  Engineer 
  Kobold 
  Heroes 
  3 
  1 
  2 
  4 
  1 
  3 
  5 
  1 
  4 
  6 
  1 
  5 
  KOBOLD ENGINEER  
  Kobold engineers are part of the reason why kobolds 
  thrive in almost any environment, although they are 
  also adept at creating traps and undermining dwarven 
  tunnels and mine shafts.  
   
  3rd level leader [HUMANOID]  
  Initiative: +8  
   
  Wrench, pick, or shovel +8 vs. AC—8 damage  
  Natural 16+: The engineer’s kobold allies gain a 
  +2 attack bonus against the target until the 
  start of the engineer’s next turn.  
   
  R: Explosive flask +5 vs. PD—The target is 
  vulnerable to non-magical attacks (easy save 
  ends, 6+)  
  Natural roll is above target’s Wisdom (trapster): 
  The blast knocks the target into a trap. See 
  Trapster at the end of this kobold’s entry.  
   
  Evasive: Kobolds take no damage from missed 
  attacks.  
   
  AC 19  
  PD 17 
  HP 45  
  MD 13  
  Trapster  
  Creatures adept at making traps have the trapster 
  ability. When a creature makes a trapster attack and 
  rolls a natural attack roll that is higher than the target’s 
  Wisdom, the creature has maneuvered the target into 
  a trap with the attack. A creature can only be subjected 
  to one trap per round.  
  Effect 
  1d4 + escalation die OR half normal damage as 
  ongoing damage OR half normal damage plus a 
  condition (roll d4) 
  1. The target is stuck.  
  2. The target is hampered.  
  3. The target is dazed.  
  4. The target is vulnerable.  
  Underworld tunnels (d8) 
  1. Fake rock explodes.  
  2. Deadfall (falling rock trap).  
  3. Tripwire and concealed pit.  
  4. Fake wall props slam together.  
  5. Dagger blades fall from the ceiling.  
  6. Acid bladders disguised as rocks, burst when 
  stepped upon.  
  7. Bag of cave scorpions and a noose 
  8. Flammable fire-worm slime 
  Dungeon / Ruins (d6) 
  1. Spring-loaded floor tile, flings creatures into the 
  ceiling.  
  2. Hidden chute, target falls into it.  
  3. Floor tile is fake, bear-trap underneath.  
  4. Wall has a tiny hidden door that disgorges marbles.  
  5. The ceiling conceals an oil-and-flame trap.  
  6. Razor-sharp blades shoot out from between 
  masonry. 
   
  KOBOLD HERO 
  2nd level leader [HUMANOID] 
  Initiative: +3 
   
  Shortsword +7 vs. AC—6 damage, and each 
  nearby non-leader kobold deals +3 damage 
  with its next attack this battle that hits 
  Natural even miss: 3 damage. 
   
  Evasive: Kobolds take no damage from missed 
  attacks. 
   
  AC 18 
  PD 16  
  HP 34 
  MD 12 
   
   
   
  
   
  50 
   
  Meeting with a 
  jorogumo 
  A jorogumo is travelling in this area with her 
  entourage. The jorogumo might decide to stop 
  and talk with the party, send one of her 
  companions to parlay with the adventurers, or 
  might attack the party. 
  Number 
  of 
  PCs 
  The Woven 
  Spinneret 
  Doxy 
  3 
  5 
  1 
  4 
  7 
  1 
  5 
  10 
  1 
  6 
  12 
  1 
  THE WOVEN  
  They were your friends, your family, your loved ones. 
  Now they are puppets, dancing from heart strings.  
   
  4th level mook [HUMANOID]  
  Initiative: +6  
   
  Clumsy strike +9 vs. AC—7 damage  
   
  R: Why aren’t you happy for ussss +8 vs. MD 
  (1d3 nearby enemies)—5 psychic damage as 
  the target’s mind reels against the horror of the 
  truth  
   
  AC 18  
  PD 16 HP 13 (mook)  
  MD 12  
  Mook: Kill one woven mook for every 13 hp you 
  deal to the mob. 
   
  SPINNERET DOXY  
  The doxy’s wide skirts are there to hide her spider legs.  
   
  3rd level spoiler [HUMANOID]  
  Initiative: +5  
   
  Bite of the love bug +8 vs. AC (or automatic 
  critical hit vs. an infatuated enemy)—10 
  damage, and target is infatuated (save ends)  
  Infatuated: Infatuated enemies can’t attack the 
  spinneret doxy or her Woven, but can convince 
  themselves that other allies of the doxy don’t 
  love her properly and should be slain. They 
  also prattle on about how their friends 
  shouldn’t attack her, but are too love-smitten to 
  properly prevent it—they won’t attack their 
  real allies.  
   
  R: Bring me flowers +8 vs. MD (one infatuated 
  enemy)—The target chooses one: it takes 6d6 
  psychic damage; OR as a free action, it moves 
  next to the spinneret doxy (possibly provoking 
  opportunity attacks), who engages it  
   
  C: Stop in the name of love +8 vs. MD (each 
  nearby 
  infatuated 
  enemy)—The 
  target 
  chooses one: it takes 6d6 psychic damage; OR 
  it’s stuck (save ends)  
   
  Give me your heart: When the doxy drops an 
  enemy to 0 hit points or lower, she will move 
  next to that creature and attempt to remove the 
  target’s heart. The creature must begin making 
  last gasp saves as she cuts their chest open. On 
  the fourth failure, the doxy takes the heart and 
  the target dies and becomes undead under her 
  control. If the bride is stunned or moved away 
  from the creature and can’t return to it on her 
  turn, the creature doesn’t have to make a last 
  gasp save that turn.  
   
  AC 19  
  PD 17 HP 45  
  MD 13 
  (Note, the Doxy doesn’t have to be female in 
  appearance, many jorogumo present a male aspect. 
  Close to drow settlements they might choose to appear 
  female, or maybe the drow have an easier time dealing 
  with female jorogumo.) 
  
   
  51 
   
  Rust monster 
  Rust monsters feed off mineral deposits, but 
  much prefer the easy meal that adventurer’s 
  equipment offers. 
  Number of PCs 
  Rust Monster 
  3 
  2 
  4 
  3 
  5 
  3 
  6 
  4 
  RUST MONSTER  
  This odd creature will make quick work of your belt 
  buckle and your dagger, then your axe, and finally 
  your chainmail. It might even sniff around in your 
  pack for a little dessert.  
   
  3rd level spoiler [ABERRATION]  
  Initiative: +5  
   
  Caustic bite +8 vs. AC (one creature wearing 
  light armor or no armor)—10 damage, and 5 
  ongoing acid damage  
  Natural 16+: The target is now considered to be 
  wearing no armor (the armor is damaged 
  beyond repair; adjust defenses accordingly). 
  If the target’s armor is magical, the target 
  must roll a hard save (16+). On a success, the 
  armor isn’t affected. This effect is permanent 
  until the creature obtains new armor.  
   
  Rusting antenna +8 vs. PD (one creature 
  wearing heavy armor)—1 damage, and the 
  target is now considered to be wearing no 
  armor (the armor is damaged beyond repair; 
  adjust defenses accordingly). If the target’s 
  armor is magical, the target must roll a hard 
  save (16+). On a success, the armor isn’t 
  affected. This effect is permanent until the 
  creature obtains new armor.  
   
  Corrupting body: Whenever a creature hits the rust 
  monster with a melee weapon, the attacker 
  must roll a save; on a failure, the weapon is 
  destroyed. Magic weapons require an easy 
  save (6+) instead. This effect is permanent.  
   
  Rust’s targets: Magic items wielded by creatures 
  with 60 hp or more are not affected by the rust 
  monster’s ability to destroy items (but the 
  target still takes damage).  
   
  Saving quirks: Before rolling a save for a magic 
  item, a PC can gain a +5 bonus to the save by 
  agreeing to roleplay the item’s quirk as a huge 
  element of their personality until the next full 
  heal-up. Failure to live up to this roleplaying 
  agreement means that the item hasn’t received 
  the support it needs from its owner to survive 
  the rust monster’s destructive effects, and the 
  item is destroyed at the end of the next battle 
  even if its owner successfully saved.  
   
  Nastier Specials  
  Big antenna: When the rust monster scores a 
  critical hit, it can try to destroy another random 
  magic item in the target’s possession (or a 
  random normal item if the target has no other 
  magic items). The creature must roll a save for 
  the item, as usual.  
   
  AC 19  
  PD 17  
  HP 45  
  MD 13 
   
   
  
   
  52 
   
  Stirge hive 
  These giant insects were hibernating, until the 
  adventurers disturbed them. 
  Number 
  of 
  PCs 
  Stirges 
  Archer 
  Stirges 
  3 
  4 
  2 
  4 
  2 
  5 
  5 
  4 
  5 
  6 
  6 
  5 
  STIRGE  
  Known by its deep red coloring along the claws, the 
  common stirge does most of the hive’s dirty work. It 
  drains the blood of its victims with a hollow proboscis 
  designed for exactly that job.  
   
  0 level troop [BEAST]  
  Initiative: +4  
   
  Claws +7 vs. AC—2 damage, and the stirge can 
  make a draining probe attack against the target 
  during its next turn if it’s still engaged with the 
  target  
  [Special trigger] Draining probe +7 vs. AC (one 
  enemy hit by claws last turn)—5 damage, 
  and 5 ongoing damage  
   
  Flight: Stirges fly well. Also, the pitch of their 
  wings is high and thin, allowing a stirge to get 
  very close without tipping off its prey.  
   
  Nastier Specials  
  One and done: After hitting a living creature that 
  has blood with its draining probe attack, the 
  stirge heals 5 hit points and will use its next 
  turn to move, fleeing to the hive to feed the 
  stirgelings . . . and to alert the hive that there is 
  an easy meal nearby. A new full-strength stirge 
  enters the battle during the next round on the 
  same initiative count.  
   
  AC 16  
  PD 14 
  HP 18  
  MD 10  
   
  ARCHER STIRGE  
  The proboscis of this bright-striped stirge looks like a 
  quiver of arrows. The barbed stingers shoot out at 
  range, and the serrated claws cause nasty wounds.  
   
  1st level archer [BEAST]  
  Initiative: +6  
   
  Serrated claws +7 vs. AC—4 damage  
   
  R: Barbed stinger +9 vs. AC (one nearby 
  enemy)—3 damage, and 3 ongoing damage  
  Natural 16+: One stirge ally engaged with the 
  target can make a melee attack against it as a 
  free action.  
   
  Flight: The archer stirge flies faster and higher 
  than a normal stirge, but on louder wings.  
   
  AC 18  
  PD 14  
  HP 22  
  MD 12 
   
   
  
   
  53 
   
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  12 Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13 Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License. 
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson. 
  13th Age. Copyright 2013, Fire Opal Media, Inc.; Authors: Rob 
  Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  13th Age Bestiary. Copyright 2014, Fire Opal Media, Inc. and Pelgrane 
  Press Ltd; Authors: Ryven Cedrylle, Rob Heinsoo, Kenneth Hite, 
  Kevin Kulp, ASH LAW, Cal Moore, Steve Townshend, Rob Watkins, 
  Rob Wieland. 
  13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors: Rob 
  Heinsoo, Jonathan Tweet, Robin D. Laws, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Into The Underworld. Copyright 2015, Fire Opal Media, Inc.; 
  Authors: ASH LAW. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: 
  Davis Chenault, Mac Golden. 
   
  
SOURCE: textdata/thevault/13th Age/EXTRAS/Magazines/13th Age Monthly - Vol 1/Organized Play - Into the Underworld - Part 2.pdf