TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
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  Undermountain: The River 
  Sargauth 
   
  A Dungeons & Dragons
  ® Special Adventure 
  Version 1.0 
   
   
  by Christopher Lindsay 
  Reviewers: Chris Tulach 
  Playtesters: Trevor Kidd, Alexander Lindsay, Shay Rockman, Sam Simpson, Chris Tulach 
   
   
  Spiderhaven, a subterranean barter-town along the River Sargauth, has been overrun with drow, and the Lords of 
  Waterdeep are asking for your help in dealing with the problem. Are you up to the challenge?  
  A one-round special adventure set in Undermountain for 4th level characters. 
   
  
  Undermountain: The River Sargauth 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  This is an adventure document for Undermountain 
  Adventures, a new RPGA
  ™ Dungeons & Dragons
  ® mini-
  campaign. Players and DMs should download the 
  Undermountain Adventures Character Creation Guide 
  on the RPGA website before playing this adventure. 
  Characters must be created prior to play. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure, players 
  and DMs gain rewards for sanctioned RPGA play if they 
  are members of the DUNGEONS & DRAGONS REWARDS 
  program. Playing this adventure is worth four (4) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To 
  learn 
  more 
  about 
  the 
  Undermountain 
  Adventures mini-campaign character creation and 
  development, RPGA event sanctioning, and DUNGEONS 
  & DRAGONS REWARDS, visit the RPGA website at 
  www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, Monster Manual, and 
  Expedition to Undermountain.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters.  
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play.  
   
  IMPORTANT INFORMATION 
  This is a timed adventure. You should read the 
  introductory text, ensure the players are ready to begin, 
  and then start the clock ticking. The players have 4 hours 
  to get as far as they can in the dungeon. Even if you have 
  more time to play, do not give the players more than the 
  allotted time to ensure a fair experience for all. Keep in 
  mind that you’ll also be doing numerous calculations at 
  the end of the adventure – adding up the PCs’ gold, XP, 
  and recording which items the players want to keep.  
   
  Players should attempt to come to an amicable 
  solution as to who gets what items at the end of the 
  adventure; either they can all agree on who gets what, or 
  you can have them roll off to choose. If they roll off, 
  every player should roll a d20. The high roll picks their 
  first item, second highest picks second, and so on. If 
  there are enough items for second picks, then the lowest 
  roll should pick first on the second item, second-lowest 
  picks second, and so on. This method must be followed 
  if the players cannot decide on items without 
  disputes. 
   
  If the group obtains a +1 adamantine chain shirt, 
  cloak of stone, or amulet of health +2, players choosing 
  those items at the end of the adventure only get one pick. 
  All other players still get 2 picks from the magic item list. 
   
  TELEPORTATION MAGIC/PSIONICS 
  Undermountain is protected by Halaster's teleport cage 
  (see the Appendix in Expedition to Undermountain). 
  Essentially, 
  any 
  time 
  anyone 
  uses 
  conjuration 
  (teleportation) magic, teleportation psionics, or abilities 
  that teleport (like dimension hop, dimension door, etc), 
  they are randomly teleported somewhere else in 
  Undermountain. Once a character does so, they are 
  removed from the game, but are not considered dead.  
   
  SCRYING 
  Undermountain is also protected by Halaster's scrying 
  cage 
  (see 
  the 
  Appendix 
  in 
  Expedition 
  to 
  Undermountain), which prevents divination (scrying) 
  magic and psionics from functioning. Any time a 
  character uses scrying magic, psionics, or items, the 
  attempt automatically fails. 
   
  DYING IN UNDERMOUNTAIN 
  If a character dies in Undermountain, it could negate the 
  player's chance of receiving some rewards at the end of 
  
  Undermountain: The River Sargauth 
   
  Page 2 
  the session. If the character's body in is possession of the 
  other PCs at the conclusion of the adventure (or in the 
  same encounter area when time is called), it is assumed 
  the other PCs brought back the body. If the party agrees, 
  and they have the money, they can spend 5450 gold to 
  get a raise dead spell cast on the character. The character 
  does not lose a level as normal; rather, they retain their 
  level, have a -1 to all d20 rolls from this point forward, 
  and lose their highest level spell, slot, or a number of 
  power points equal to the base cost of the highest level 
  power they can use. They are then awarded XP, gold, and 
  items as normal, and when/if the character obtains 6th 
  level, the penalties for dying are then removed. 
   
  Characters that die in Undermountain and are not 
  retrieved are permanently dead. The only reward that the 
  player can take is a group reward (if any), such as a favor. 
   
  ADVENTURE BACKGROUND 
  Previously the home of the drow House Tanor’Thal (and 
  the Melairkyn dwarves before them), the Citadel at 
  Belkram’s Fall was an engineering wonder to behold. 
  After a series of unexplained earthquakes however, the 
  Citadel collapsed. Drow of House Tanor’Thal were living 
  in the Citadel at the time, the majority of whom were 
  crushed in the resulting collapse.  
   
  Since that time, House Tanor’Thal has been working 
  to reestablish a foothold in Belkram’s Fall. Thanks mainly 
  to the efforts of the Ephemeral Den, the drow of House 
  Tanor’Thal have been able to infiltrate Spiderhaven, 
  taking control of the barter town in their first stage of 
  their plan to retake control of Belkram’s Fall. 
  Unfortunately 
  for 
  House 
  Tanor’Thal 
  (but 
  not 
  unbeknownst to them), key members of Spiderhaven’s 
  constabulary managed to escape down the River 
  Sargauth, past Skullport and up into Waterdeep, in an 
  effort to find help for their community turned hostage.  
   
  In an effort to waylay any would-be rescuers, the 
  drow of House Tanor’Thal have expended a considerable 
  amount of their magical resources in order to dam the 
  River Sargauth, effectively blocking the only easy access 
  for a force large enough to retake Spiderhaven. 
   
  In the meantime, Spiderhaven’s chief constable, 
  Sheru’Tan (female stonechild warblade 8), successfully 
  reached the lords of Waterdeep, who have begun to 
  muster a peacekeeping force on behalf of their 
  underground sister city. However, in order to scout the 
  way ahead of their freedom fighters, Waterdeep’s military 
  is relying upon experienced adventurers. 
   
  ADVENTURE SUMMARY 
  The PCs begin the adventure on a folding boat, traveling 
  from Skullport toward Spiderhaven on the River 
  Sargauth. They are aware of the situation as described in 
  the Adventure Background, and are charged with 
  scouting the river ahead of the main force, and clearing 
  what obstacles they can. At the same time, the PCs are 
  responsible for reporting on any resistance they 
  encounter using a scroll of sending they’ve been given by 
  the Lords of Waterdeep for this purpose. 
   
  Encounter 1 – The Dammed River: The PCs come 
  to a point in the river where they find it to be dammed by 
  the drow. A massive web-like structure has been erected 
  that inhibits the PCs’ ability to proceed further by boat. 
  Additionally, the drow have planted dozens of monstrous 
  diving spiders, lurking beneath the surface of the river, as 
  a trap to any advance scouts that might come along.  
   
  Note: The purpose of this encounter is to force the 
  PCs to backtrack along the river and attempt to bypass 
  the blockade via a tunnel they noticed earlier in their 
  travels. Once they enter this tunnel they have the choice 
  of traveling down one of two passages. The passage to the 
  right leads to Encounter 2, while the passage to the left 
  leads to Encounter 3. 
   
  Encounter 2 – Unholy Guardians: Traveling up 
  this tunnel, the PCs come upon a rise to a place where 
  three bonespurs (appearing as columns of bones), attempt 
  to surprise and dispatch them. 
   
  Encounter 3 – Black as Shaedlings: A quartet of 
  shaedlings does their best to waylay the PCs, though they 
  attempt to flee if the encounter goes badly for them.  
   
  Encounter 4 – Pillar of the Community: This large 
  chamber contains a deep rift with a number of pillars 
  rising from deep below. Numerous bridges and platforms 
  have been constructed in a network that eventually leads 
  to the large central pillar with an ancient exterior stair 
  carved into it side, leading down into the darkness. The 
  only way to leave this cavern is to go down or back the 
  way the PCs came. Two vivisectors act as guardians of the 
  bridges and this chamber above the underground lake. 
   
  Encounter 5 – Underground Lake: The PCs 
  encounter a pair of kuo-toa harpooners that are patrolling 
  the waters. The harpooners do their best to waylay the 
  trespassers. It is possible to have this encounter on 
  multiple occasions, as noted on the map. 
   
  Encounter 6 – Overseer: A single draegloth has 
  been posted to guard the tunnel leading back out to the 
  River Sargauth, since the drow have made an agreement 
  with the kuo-toans and believe that little else has a 
  chance of passing this way. The draegloth is however, of 
  superior stock, since it possesses the motivation to 
  advance as a barbarian. 
   
  Once the PCs win their way past the draegloth, it is a 
  simple matter to deliver a message back to the oncoming 
  forces of Waterdeep, who can use the intelligence to 
  
  Undermountain: The River Sargauth 
   
  Page 3 
  traverse the path the PCs have taken and free 
  Spiderhaven from the drow of House Tanor’Thal. 
   
  PREPARATION FOR PLAY 
  Before beginning play, you should take note of which 
  PCs are wearing armor that penalizes their ability to 
  swim, since that is useful information at several places in 
  this adventure. 
   
  HALASTER’S RULES 
  Although the Mad Mage of Undermountain is dead, 
  many of Halaster’s strictures on the exploration of the 
  Underhalls are still in place. While there are many wards 
  protecting the Underhalls, two in particular are of 
  importance to adventurers. First, Halaster has wrapped 
  Undermountain in a teleport cage. Effectively, this 
  prevents the controlled use of spells and spell-like 
  abilities from the teleportation subschool of magic to 
  move users within, into, or out of Undermountain. 
  Portals, however, continue to work. See Halaster’s 
  teleport cage in Appendix 2 for further details. Second, 
  Halaster has enclosed the place in a scrying cage. 
  Effectively, this prevents the use of spells and spell-like 
  abilities from the scrying subschool of magic to scry 
  within, into, or out of Undermountain. It also prevents 
  the use of spells and spell-like abilities from the 
  divination school to peer through solid barriers, such as 
  walls, doors, floors, or ceilings. Sending such spells 
  through keyholes and the like does work. See Halaster’s 
  scrying cage in Appendix 2 for further details. 
   
  INTRODUCTION 
  Traveling down the River Sargauth aboard a folding 
  boat dubbed Deeprunner, you wind your way through 
  Undermountain, a vast dungeon located underground 
  beneath the city of Waterdeep.  
   
  Earlier this morning, a messenger banging on the 
  shutters of your window in the early morning 
  twilight summoned you and several other such 
  adventurers to the chambers of the Lords of 
  Waterdeep, where one such masked lord addressed 
  your group. 
   
  “An official of the subterranean barter-town, 
  Spiderhaven has come to us here in Waterdeep asking 
  for our help against recent drow incursions that have 
  left their town in shambles and their leadership held 
  hostage to the dark elves. Seeing as how this town 
  exists only slightly beneath our jurisdiction we feel 
  that we have an obligation to assist the goodly people 
  living there. Spiderhaven is a port town along the 
  River Sargauth, a river that winds its way through the 
  subterranean halls of Undermountain. You’re to 
  journey along the river as a part of an advanced 
  scouting mission. As we understand it, the drow have 
  taken control of Spiderhaven, and even now work to 
  expand their powerbase from that location. In your 
  mission, you are to clear any obstacles that you are 
  capable of engaging successfully, and report back on 
  those you cannot. For this purpose we’re giving you a 
  scroll of sending. Additionally, we’re loaning you the 
  folding boat Deeprunner, which you may use for 
  traveling down the river. Unless extenuating 
  circumstances prevent it, we expect this craft to be 
  returned upon completion of your mission. If you’re 
  successful, you shall be compensated appropriately.” 
   
  The rest is history, and now you find yourselves 
  floating downstream along an underground river, 
  headed toward a town occupied by hostile drow. 
   
  Just prior to beginning the first encounter, have the PCs 
  make a DC 10 Spot check. For PCs that succeed, read or 
  paraphrase the following. 
   
  As you journey along the river, you pass by a number 
  of tunnels that seemingly open up directly onto the 
  river itself. One tunnel in particular looks as though 
  it may be navigable by foot, and possesses strange 
  markings along the walls adjacent to the opening. 
  Perhaps this is an invitation for exploration at a later 
  date. 
   
  The markings along the walls are not from any known 
  language. They were simply placed here previously by 
  members of House Tanor’Thal as a marker. Unless the 
  PCs wish to explore the cavern immediately, they 
  proceed further along the river. If they do continue along 
  the river, move along to Encounter 1: The Dammed 
  River. If the PCs choose to stop and explore the cavern, 
  proceed instead to Encounter 2: Unholy Guardians. 
   
  1: THE DAMMED RIVER  
  (EL 3+) 
  Continuing along the river, the PCs come to a place 
  where they drow have erected a dam to prevent aid from 
  reaching Spiderhaven before they can completely fortify 
  their new acquisition. Using magic, and not less than a 
  few monstrous spiders, the drow have dammed the river 
  with a vast monstrous web. Additionally, they’ve set a 
  guard of several dozen monstrous diving spiders who 
  lurk beneath the waters of the River Sargauth waiting to 
  attack anyone who comes along. 
   
  
  Undermountain: The River Sargauth 
   
  Page 4 
  A vast web-like structure glowing with a pale violet 
  luminescence looms out of the darkness several 
  hundred feet ahead. By the sound of the rushing 
  water beyond the structure, it appears as though the 
  drow have managed to successfully dam the river. 
   
  The web-like dam blocks any further passage down the 
  River Sargauth since it extends all the way up to the 
  ceiling, blocking off the entire passage.  
   
  PCs that make a DC 25 Spot check notice tiny 
  bubbles of air rising to the surface of the water at regular 
  intervals in some strange asynchronous pattern. Each set 
  of bubbles marks the location of a monstrous diving 
  spider. 
   
  Creatures: As the PCs boat moves into the area, two 
  spiders quickly rise to the surface of the river and attack 
  them immediately after boarding. Every 2nd round after 
  the initial attack, one additional spider climbs aboard the 
  boat to attack. There are a total of six spiders that reside 
  here. There is no place for them to land the boat here. 
  The sides of the cavern are sheer walls with no beach that 
  require a DC 25 Climb check to scale. If the PCs flee the 
  area, any spiders already on board continue to attack until 
  killed or driven off the boat.  
   
   
  Monstrous Diving Spider (2+): hp 22 each; 
  Appendix 1. 
   
  Tactics: The spiders’ attack is very straight forward, with 
  each spider attacking a separate PC on board the ship. 
  Small PCs are primary targets for the spiders, who 
  attempt to grapple these victims and drag them into the 
  water to drown before wrapping them up for later 
  consumption. 
   
  Should the PCs actually make it to the dam, they 
  find it impassable, without breaking through at least two 
  supports, and even then, they won’t be taking the boat 
  with them over the waterfall that has been created by the 
  presence of the dam. 
   
   
  Web Support: 48 in. thick; hardness 10; hp  96; AC 
  5; Break DC 30. Any PC attacking a web support with a 
  melee weapon, natural attack, or unarmed strike that fails 
  a DC 15 Reflex save is stuck (or their weapon becomes 
  stuck) to the web support. Additionally, the webs 
  magically heal any damage at a rate of 5 hit points per 
  round. You want to discourage PCs from attempting to 
  break through this barrier, since they effectively bypass 
  the entire adventure if they are successful in doing so. 
   
  Development: The PCs have very little choice if they 
  plan to survive this encounter. They can flee the area, 
  heading back toward the navigable cave they passed 
  previously, or they can head back to Waterdeep. 
   
  The tunnel that leads up from the River Sargauth 
  winds back and forth through a series of switchbacks, 
  about 100 feet down, before coming to an intersection. 
  The passage to the right leads to Encounter 2, while the 
  passage to the left leads to Encounter 3. 
   
  Experience Points: 120 per character for defeating each 
  monstrous diving spider (up to 6). Maximum for this 
  encounter is 720 per character. 
   
  2: UNHOLY GUARDIANS  
  (EL 5) 
  The passage opens at the base of this chamber, which 
  descends sharply into a chamber where stalactites and 
  stalagmites have grown together in several places to 
  form natural pillars. The floor of this chamber is 
  covered in a layer of bones. At the far end of the 
  chamber, three large piles of bones stand sentinel, 
  their purpose a mystery. 
   
  Three bonespurs reside at the top of the rise in this 
  cavern, but appear to be nothing more than large bone 
  piles; makers for some unknown macabre purpose. The 
  bonespurs rest on a bed of bones that spreads out over the 
  entire surface of the floor of this chamber, making the 
  footing treacherous. The floor of this entire cavern is 
  considered rough terrain.  
   
  Creatures: The bonespurs are undead creatures, and use 
  their dubious appearance to catch unwitting victims by 
  surprise.  
   
   
  Bonespur (3): hp 26, 26; Appendix 1.  
   
  Tactics: The bonespurs remain completely inert, and 
  thus undetectable without the use of magic, by the PCs, 
  until the PCs have descended into their chamber. The 
  bonespurs immediately transform into their charging 
  form, and attack the PCs.  
   
  Once the PCs have reached this point, assuming 
  they haven’t used magic to determine that the piles of 
  bone and skulls are in fact undead creatures, any PC that 
  makes a DC 20 Spot check, notices the unnatural shifting 
  of the bone piles, and realizes that they are in fact 
  animate creatures (as they begin to slowly shift and 
  tumble forward). Otherwise, the PCs are surprised as the 
  bonespurs change into their charging form and charge 
  the PCs.  
   
  
  Undermountain: The River Sargauth 
   
  Page 5 
  Treasure: Searching beneath the bones that cover the 
  floor of this chamber, it is possible for the PCs to uncover 
  small caches of coins and items. Such a search can take 
  some time however. For every minute spent searching, 
  the PCs find 10 – 60 gold pieces (1d6 x 10). If the PCs do 
  this for 10 minutes, they also unearth a scroll of 
  restoration and a set of lightning gauntlets. Once they’ve 
  found these items however, no further treasure can be 
  found. 
   
   
  Development: Once the PCs defeat the bonespurs, they 
  may continue into the tunnel beyond which leads to 
  another intersection. Going left leads the PCs back to 
  Encounter 3, while going right allows them to proceed 
  further along their path toward Encounter 4. 
   
  Experience Points: 160 per character for defeating each 
  bonespur (3). Maximum for this encounter is 480 per 
  character. 
   
  3: BLACK AS SHAEDLINGS (EL 
  4) 
  As the PCs enter the network of tunnels that comprises 
  this encounter a single shaedling is spying on them. The 
  creature throws its sleep javelin before fleeing to warn 
  the other shaedlings in the tunnels. Once the PCs make 
  it to the main ravine, read or paraphrase the following. 
   
  The path ahead opens up, bisected by a deep ravine. A 
  bridge constructed of rope and wooden planks hangs 
  suspended across the ravine, anchored in place by a 
  pair of plain, yet strong wooden posts, the tops of 
  which are etched with the image of a spider. 
   
  Throughout this network of tunnels, the passage is 10 
  feet wide and 10 feet high. It is no coincidence then that 
  each of these encounters takes place at a junction where 
  the passage widens, and is bisected by a ravine. The 
  ceiling of these chambers is 20 feet above the floor of the 
  passageway, while the ravine is 100 feet deep. However, 
  the bridges are extremely sturdy, and so there is no risk 
  of falling unless the PCs purposefully damage the 
  structure. 
   
  The bridges do have some bounce to them however, 
  and anyone attempting to charge or run across the 
  bridges must succeed at a DC 20 Balance check or fall 
  prone onto the bridge. 
   
  The shaedlings would never attempt to damage the 
  suspended bridge (since it is their primary advantage in 
  combat), however should the PCs consider a course of 
  action so foolish some general information regarding this 
  structure is given as follows. 
   
   
  Rope: 3 in. thick; hardness 0; hp 6; AC 5; Break DC 
  25. Note: All four supports must be cut in order for a 
  bridge to collapse. 
   
   
  Wooden Planks: 3 in. thick; hardness 5; hp 30; AC 5; 
  Break DC 25. Note: At least two (one for a small creature) 
  of these must be destroyed before a space big enough to 
  fit through is created. 
   
  Creatures: At each of these intersections, a trio of 
  shaedlings awaits possible prey, and attack any that pass 
  through their domain. 
   
   
  Shaedling (4): hp 22 each; Appendix 1.  
   
  Tactics: The shaedlings begin the encounter hiding 
  under the suspended bridge. They’ve take 20 to conceal 
  themselves in their respective hiding places, and so the 
  DC to Spot them is 31. Once the PCs have begun crossing 
  the bridge, the shaedlings attack them. They begin by 
  flying up and throwing a ‘sleeping curse’ javelin, each at a 
  different target. On the 2
  nd round one of the shaedlings 
  creates a wall of darkness between PCs on the bridge, and 
  PCs on the ledge. The other shaedlings attack PCs on the 
  bridge using their spiked chains.  
   
  The shaedlings do their best to never land during the 
  combat, using their spiked chains to attack opponents 
  they can reach on the bridge primarily, and then those 
  simply in the cavern after that. 
   
  Any PC unfortunate enough to suffer from the 
  sleeping curse of a shaedling javelin while on the bridge 
  falls 100 feet (likely to their death). 
   
  Treasure: The shaedlings possess no treasure that is 
  convenient for the PCs to locate within the scope of this 
  adventure, since they keep this hidden in one collective 
  cache kept well hidden within the network of the 
  ravines. 
   
  Development: Once the PCs have passed out of this 
  network of tunnels, the shaedlings no longer attack or 
  pursue them. The quickly come to an intersection 
  whereby they can turn left and head back toward 
  Encounter 2, or turn right and head toward Encounter 4. 
   
  Experience Points: 120 per character for defeating each 
  shaedling (4). Maximum for this encounter is 480 per 
  character. 
   
  
  Undermountain: The River Sargauth 
   
  Page 6 
  4: PILLARS OF THE 
  COMMUNITY (EL 6) 
  The passage opens up into this massive chamber the 
  centerpiece of which is a gigantic stone pillar that 
  extends up to (and grows out of) the ceiling 50 feet above. 
  It descends down into the darkness as well. The pillar’s 
  base grows up from the floor of an underground lake, the 
  surface of which is 100 feet below where the PCs begin 
  this encounter. 
   
  A vast chamber opens up before you. A series of 
  bridges and platforms are supported by natural stone 
  pillars that have been carved specifically for this 
  purpose. The centerpiece of the chamber is a massive 
  stone pillar, likely an ancient stalactite and stalagmite 
  that have long ago joined. A narrow staircase that 
  winds its way around the pillar, down into the 
  darkness, is carved directly from the stone that makes 
  up the pillar itself.  
   
  The bridges and platforms are composed of carved stone 
  and are extremely sturdy, and so there is no risk of falling 
  unless the PCs purposefully dive off the structure. 
   
  Creatures: A pair of vivisectors has made their home in 
  this chamber, attacking any creature that intrudes upon 
  their domain. Always on the look out for a good meal, 
  consisting solely of the vital organs of other living 
  creatures, the vivisectors attack the PCs on sight. 
   
   
  Vivisector (2): hp 45 each; Appendix 1.  
   
  Tactics: The vivisectors don’t simply rush into the fray. 
  Both of these creatures have adapted to their 
  environment, possessing rings of the darkhidden, which 
  foil the use of darkvision to get a look at them in the dark. 
  Additionally, they have the natural ability to turn 
  invisible, which they frequently use to hunt. At the 
  beginning of this encounter, the vivisectors are flying as 
  silently as they can (Move Silently +16), and are invisible 
  as well. They wait until the PCs are well on their way to 
  the central pillar using the suspended bridges and such, 
  before attacking them. If the PCs are so foolish as to send 
  a single member of their group out toward the pillar 
  alone, the vivsectors don’t hesitate double-team that 
  individual (or smaller group).  
   
  Treasure: The vivisectors are each in possession of a 
  potion of cure moderate wounds, as well as a ring of the 
  darkhidden. 
   
   
  Development: Once the PCs have defeated the 
  vivisectors they are free to move on. They quickly 
  discover that they only way to go from here however, is 
  down the narrow stairway toward the underground lake. 
   
  The spiral staircase leads down to an extended 
  wooden platform that hovers just above the surface of the 
  lake. Water extends in all directions from the great pillar, 
  and it is up to the PCs to decide in which direction to 
  proceed. They should still have access to their folding 
  boat, and thus a means to propelling themselves out 
  across the lake at any means. 
   
  Experience Points: 240 per character for defeating each 
  vivisector (2). Maximum for this encounter is 480 per 
  character. 
   
  5: UNDERGROUND LAKE  
  (EL 6) 
  There are a number of places on the map of the lake 
  where this encounter may occur. It is up to you, as the 
  DM to decide when this encounter occurs. The possible 
  placement of the encounter is marked by a dotted like 
  with demarks where the troll gut rope would be strung. 
  PCs that win in an opposed Listen vs. Move Silently 
  check against the kuo-toans are not surprised by these 
  creatures when they finally surface to attack. 
   
  A rope that has been stretched across the breadth of 
  the cavern springs up and immediately stops the 
  forward momentum of your craft. Just as suddenly, 
  the water erupts nearby, and a pair of bug-eyed fish-
  men prepares to hurl wickedly barbed harpoons at 
  you. 
   
  Though it is possible for the PCs to cut the troll gut rope 
  that has stopped their boat, they might reconsider if and 
  when they realize that it is magical in nature.  
   
  Creatures: Two kuo-toan harpooners that comprise a 
  hunting party unto themselves are the only threat in this 
  encounter. 
   
   
  Kuo-Toa Harpooner (2): male kuo-toa fighter 2; hp 
  32 each; Appendix 1. 
   
  Tactics: The kuo-toa harpooners have strung a length of 
  troll gut rope across the cavern, and pull it taught in 
  order to halt the forward progress of the PCs boat. They 
  then throw their harpoons at the PCs. If a kuo-toa 
  harpooner in successful at harpooning a given PC (see 
  Appendix 2), on the following round they may attempt to 
  pull the harpooned PC off the boat and into the water as a 
  
  Undermountain: The River Sargauth 
   
  Page 7 
  standard action. In order to avoid this mishap, a PC must 
  succeed in an opposed Strength check against the kuo-toa 
  harpooner. Even if the PC is successful, they must then 
  make a DC 15 Balance check to maintain their footing on 
  the boat and avoid falling prone on deck. 
   
  Treasure: The kuo-toan’s personal possessions, which 
  include magic armor and a troll gut rope are all the 
  treasure available in each of these encounters. See the 
  creatures’ stat blocks for more information. 
   
  Development: Once the PCs have defeated the kuo-toan 
  harpooners they are free to wander until they locate the 
  far shore of the lake. Despite the fact that other kuo-toans 
  inhabit the lake, only one encounter occurs. These 
  creatures send only single hunting parties out at a time, 
  with the remainder of the populace leaving deep below 
  the surface of this underground lake. 
   
  Once the PCs find the far shore of the lake, they 
  quickly discover a long straight stairway leading out of 
  this chamber, and back up to the tunnel that houses the 
  River Sargauth. After they leave the lake, the PCs no 
  longer have further encounters with the kuo-toa. 
   
  Experience Points: 240 per character for defeating each 
  kuo-toa harpooner (2). Maximum for this encounter is 
  480 per character.  
   
  6: OVERSEER (EL 6) 
  Once the PCs reach this cavern, they are in the home 
  stretch. All they have to do is continue through to the 
  tunnel beyond, and then they have found the path 
  through to the river below the dam and can use their 
  scroll to pass this information along to force coming from 
  Waterdeep. However, one obstacle still blocks their path.  
   
  At the top of the wide stairway, a cavern opens up. 
  Stalactites and stalagmites adorn the floor and ceiling 
  as appropriate, and the sound of rushing water can be 
  heard coming from the tunnel that stretches away 
  from the far side of the chamber. Your journey may 
  be at its end. 
   
  The proliferation of stalactites and stalagmites in this 
  chamber has made secure footing here somewhat 
  optional. Many of the areas, as marked on the map, are 
  considered rough terrain; the draegloth is aware of all of 
  them.  
   
  Creatures: A single draegloth overseer has been posted 
  here as a guard with orders to kill any non-kuo-toan or 
  non-drow that passes this way.  
   
   
  Overseer: male draegloth barbarian 3; hp 105; 
  Appendix 1.  
   
  Tactics: Unless the PCs expended a considerable degree 
  of effort to maintain absolute silence, the draegloth is 
  ready for them when they arrive. The creature is wearing 
  a cloak of stone, and has used its ability to allow him to 
  meld into stone once a day, to attempt to surprise the PCs 
  as they approach. 
   
  Once in combat, the draegloth is raging so it uses 
  very little in the way of tactics. It is cognizant of its orders 
  however, and does its best to keep anyone from leaving 
  the cavern through the passage that leads back to the 
  River Sargauth, switching targets in order to do so. 
  Otherwise, the creature is happy to attempt to kill 
  whichever PC presents itself as the most likely target, 
  before moving on to the next. In this manner, unless 
  another PC attempts to leave the chamber, it single-
  mindedly attacks the party one PC at a time. 
   
  Treasure: The draegloth has a variety of potions that it 
  has not had identified. The creature keeps these in a 
  coffer which is hidden under a pile of stones on the far 
  side of the cavern from where the PCs enter. Anyone 
  making a DC 20 Search check finds the coffer. It contains 
  a potion of cure serious wounds, a potion of 
  displacement, a potion of haste, and a potion of magic 
  fang. 
   
   
  Development: Once the PCs defeat the draegloth and 
  they exit the cavern, it is clear that they have arrived 
  somewhat downstream from the dam that they drow 
  erected. At this point, it is a simple matter for them to 
  navigate the somewhat diminished river downstream to 
  Spiderhaven, and then use their scroll of sending to 
  report what they’ve found, to the Lords of Waterdeep. 
   
  Experience Points: 480 per character for defeating the 
  overseer. Maximum for this encounter is 480 per 
  character. 
   
  CONCLUSION 
  Having circumvented the drow dam, you find it a 
  simple 
  matter 
  to 
  float 
  downstream 
  in 
  the 
  Deeprunner. It isn’t much more than a day before you 
  encounter Spiderhaven, and after finding a safe place 
  to hide away, use the scroll of sending to report your 
  findings back to the Lords of Waterdeep. The magical 
  resources at the disposal of the Lords is frightening, 
  since it is barely a day before Spiderhaven is overrun 
  by their forces who move in quickly, driving the drow 
  from their newly appointed ‘sister’ city. Celebration 
  ensues, and you’re heartily thanked by Chief 
  
  Undermountain: The River Sargauth 
   
  Page 8 
  Constable Sheru’Tan, a 7-foot tall, gray-skinned 
  stonechild with no hair, and with eyes the color of 
  coal. Sheru’Tan bids you welcome to Spiderhaven and 
  encourages adventurers of your caliber to have a go at 
  exploring Belkram’s Fall. 
   
  If the characters manage to defeat the final encounter, 
  award them the Favor of the Lords certificate. 
   
  Experience Points: 500 per character for finishing the 
  scouting mission successfully (story award). 
   
  Maximum possible XP for each character for this 
  adventure is 3620. 
   
  POSSIBLE TREASURE FOUND 
  Encounter 2 
   
  scroll of restoration 
   
  lightning gauntlets
  M 
  Encounter 4 
   
  2 potions of cure moderate wounds 
   
  2 rings of the darkhidden
  M 
  Encounter 5 
   
  troll gut rope
  M 
   
  2 suits +1 studded leather armor 
   
  2 +1 heavy steel shields 
   
  6 masterwork kuo-toan harpoons
  MMV 
   
  2 masterwork light crossbows 
  Encounter 6 
   
  +1 adamantine chain shirt 
   
  cloak of stone
  M 
   
  amulet of health +2 
   
  potion of cure serious wounds 
   
  potion of displacement 
   
  potion of haste 
   
  potion of magic fang 
   
  MMagic Item Compendium 
  MMVMonster Manual V 
   
  
  Undermountain: The River Sargauth 
   
  Page 9 
  APPENDIX 1: MONSTERS
  1: THE DAMMED RIVER 
  MONSTROUS DIVING SPIDER 
  CR 2 
  *Stormwrack 
  N Large vermin 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft., 
  Listen +0, Spot +4 
  Languages — 
  AC 14, touch 12, flat-footed 11 
   (-1 size, +3 Dex, +2 natural) 
  hp 22 (4 HD) 
  Fort +5, Ref +4, Will +1 
  Speed 30 ft. (6 squares), climb 20 ft.; swim 30 ft. 
  Melee bite +4 (1d8+3 plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +9  
  Abilities Str 15, Dex 17, Con 12, Int —, Wis 10, Cha 
  2 
  SQ hold breath 
  Feats — 
  Skills Climb +11, Hide +3, Jump +2, Spot +4, Swim 
  +10 
  Hold Breath (Ex) A diving spider can hold its breath 
  for 48 rounds (4 x Constitution) before it risks 
  drowning. 
  Tremorsense (Ex) A diving spider’s tremorsense 
  allows it to detect and pinpoint creatures in the 
  water as easily as those on land. 
  Skills Diving spiders have a +4 racial bonus on Hide 
  and Spot checks and a +8 racial bonus on Climb 
  and Swim checks. A diving spider can always 
  choose to take 10 on Climb and Swim checks, 
  even if rushed or threatened. It can use the run 
  action while swimming, provided it swims in a 
  straight line. 
   
  2: UNHOLY GUARDIANS 
  BONESPUR 
  CR 3 
  *Monster Manual V  
  LE Large undead 
  Init +1; Senses darkvision 60 ft., Listen +3, Spot +4 
  Languages understands creator’s orders 
  AC 14, touch 10, flat-footed 13 
   (-1 size, +1 Dex, +4 natural) 
  hp 26 (4 HD); DR 5/bludgeoning 
  Immune cold, undead immunities 
  Resist stability 
  Fort +1, Ref +2, Will +4 
  Speed 10 ft. (2 squares), 40 ft. in charging form 
  Melee bone scythe +5 (1d8+6/19-20) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +2; Grp +10  
  Atk Options Improved Bull Rush, Power Attack, 
  boneshard blast, charging form 
  Abilities Str 18, Dex 12, Con —, Int 2, Wis 11, Cha 
  10 
  SQ undead traits 
  Feats Improved Bull Rush, Power Attack 
  Skills Listen +3, Spot +4 
  Stability (Ex) A bonespur has better than average 
  footing and leverage in either of its forms. It gains a 
  +4 bonus on ability checks made to resist being 
  bull rushed or tripped when standing on the ground 
  (but not when climbing, flying, or otherwise not 
  standing firmly on the ground). 
  Boneshard Blast (Su) Once per day, as a free action 
  immediately following a charge, a bonespur can 
  explode in a shower of bone shards. Creatures 
  within 10 feet of the bonespur take 2d6 points of 
  damage (Reflex save DC 12 half). The shards of 
  the bonespur transform into its normal towering 
  shape at the beginning of its next turn. 
  Charging Form (Su) Once per day, as a swift action, 
  a bonespur can transform from a column of bone 
  into a rhinolike form. In this form, its speed 
  increases to 40 feet and its scythe is transformed 
  into a hornlike structure. The scythe deals normal 
  damage. If a bonespur hits with its scythe after 
  charging, however, the weapon deals an extra 2d6 
  points of damage. 
   
  3: BLACK AS SHAEDLINGS 
  SHAEDLING 
  CR 2 
  *Monster Manual V  
  CE Medium fey 
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Listen +4, Spot +4 
  Languages Common, Sylvan 
  AC 15, touch 14, flat-footed 11 
   (+4 Dex, +1 shield) 
  hp 22 (4 HD); DR 5/cold iron 
  Fort +3, Ref +8, Will +5 
  Speed 30 ft. (6 squares), fly 60 ft. (good) 
  Melee spiked chain +6 (2d4) 
  Ranged javelin +6 (1d6) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +2; Grp +2  
  Atk Options Combat Reflexes, Point Blank Shot, 
  shadow 
  gossamer, 
  sleeping 
  curse, 
  wall 
  of 
  darkness 
  Abilities Str 10, Dex 18, Con 15, Int 13, Wis 13, Cha 
  16 
  Feats Combat Reflexes, Point Blank Shot, Weapon 
  Finesse 
  Skills Appraise +1 (+3 weapons), Bluff +10, Craft 
  (weaponsmithing) +8, Diplomacy +5, Escape Artist 
  +11 (+13 ropes), Hide +11, Intimidate +6, Listen 
  +4, Move Silently +11, Spot +4, Use Rope +11 
  Possessions shadow gossamer buckler  
  Shadow Gossamer (Ex) As a swift action, a 
  shaedling can generate a 15-pound or lighter item 
  out of shadow gossamer, and it usually crafts a 
  weapon just before attacking. A shaedling is 
  proficient with any weapon it creates from shadow 
  
  Undermountain: The River Sargauth 
   
  Page 10 
  gossamer, and such weapons have a range 
  increment 10 feet longer than usual. Shields 
  constructed of this substance have their armor 
  check penalty lessened by 1. Shadow gossamer 
  implements dissipate to nothingness if they leave 
  the hands of a shaedling for longer than 1 round. 
  Sleeping Curse (Su) Once per day, a shaedling can 
  target an opponent within 30 feet with a special 
  javelin of venomous shadow gossamer. A foe 
  struck by this javelin must succeed on a DC 15 
  Fortitude save or fall asleep for 1d6 rounds. A 
  remove curse spell ends this effect. The save DC 
  is Charisma-based. 
  Wall of Darkness (Su) Once per day, a shaedling 
  can generate a wall of darkness up to 30 feet long. 
  The wall blocks line of sight for all creatures except 
  those that have darkvision. 
   
  4: PILLARS OF THE COMMUNITY 
  VIVISECTOR 
  CR 4 
  *Monster Manual V  
  LE Medium aberration 
  Init +8; Senses darkvision 60 ft.; deaf, Spot +10 
  Languages —  
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +6 natural) 
  hp 45 (7 HD) 
  Immune sonic 
  Fort +4, Ref +6, Will +5 
  Speed 30 ft. (6 squares), fly 20 ft. (good) 
  Melee 2 claws +9 (1d8+2/19-20/x3) and sting +4 
  (1d6+1 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7  
  Atk Options Combat Reflexes, augmented critical, 
  poison (DC 15, 1d6 Str/1d6 Str) 
  Special Actions invisibility, vivisection 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 15, Dex 18, Con 14, Int 12, Wis 11, Cha 
  15 
  SQ unnatural biology 
  Feats Combat Reflexes, Improved Initiative, Weapon 
  Finesse 
  Skills Heal +8, Hide +16, Move Silently +16, Spot +10 
  Possessions combat gear plus ring of the darkhidden 
  Deaf (Ex) Vivisectors are immune to effects that 
  require hearing to function, such as language-
  dependent spells. They automatically fail Listen 
  checks. 
  Augmented Critical (Ex) A vivisector’s deadly claws 
  are incredibly sharp, allowing it to surgically 
  dismantle foes. It threatens a critical hit on a roll of 
  19-20, dealing triple damage on a successful 
  critical hit. 
  Invisibility (Su) Three times per day, as a swift 
  action, a vivisector can become invisible for 1 
  round. A vivisector remains invisible even when it 
  attacks. 
  Vivisection (Ex) As a full-round action, rather than 
  performing a coup de grace, a vivisector can hack 
  into the chest of a helpless humanoid, attempting 
  to harvest choice organs for its personal use. Treat 
  this as an automatic critical hit with a single claw 
  attack that also heals the vivisector of the same 
  amount of damage. If the target is killed, its corpse 
  is rendered unsuitable for spells such as raise dead 
  that require an intact body. If the victim survives, 
  the vivisector moves on, ignoring it in favor of other 
  creatures. 
  Unnatural Biology (Ex) Vivisectors are unnatural 
  creatures that do not eat, drink, breathe, or heal 
  naturally. Instead, they draw sustenance from the 
  vital organs of others. 
  Skills Vivisectors have a +4 racial bonus on Hide, 
  Move Silently, and Spot checks. 
   
  5: UNDERGROUND LAKE 
  KUO-TOA HARPOONER 
  CR 4 
  Male kuo-toa fighter 2 
  *Monster Manual V  
  NE Medium monstrous humanoid (aquatic) 
  Init +3; Senses darkvision 60 ft., keen sight; Listen 
  +9, Spot +13 
  Languages Aquan, Kuo-Toan, Undercommon 
  AC 26, touch 13, flat-footed 23 
   (+3 Dex, +4 armor, +3 shield, +6 natural) 
  hp 32 (4 HD) 
  Immune paralysis, poison 
  Resist electricity 10, slippery 
  Fort +5, Ref +6, Will +5 
  Weakness light blindness 
  Speed 20 ft. (4 squares), swim 50 ft. 
  Melee mwk kuo-toan harpoon +9 (1d10+3) 
  Ranged mwk kuo-toan harpoon +9 (1d10+3) 
  Ranged mwk light crossbow +8 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7  
  Atk Options Point Blank Shot, Precise Shot 
  Abilities Str 16, Dex 16, Con 15, Int 14, Wis 14, Cha 
  6 
  SQ amphibious 
  Feats AlertnessB, Exotic Weapon Proficiency (kuo-
  toan harpoon)B, Point Blank Shot, Precise Shot, 
  Weapon Focus (kuo-toan harpoon)B  
  Skills 
  Appraise 
  +5 
  (+7 
  weapons), 
  Craft 
  (weaponsmithing) +9, Escape Artist +10, Listen +9, 
  Move Silently +8, Search +6, Spot +13, Swim +11 
  Possessions +1 studded leather armor, +1 heavy 
  steel shield, troll gut rope [1 per pair of kuo-toa], 3 
  masterwork kuo-toan harpoons, masterwork light 
  crossbow and 20 bolts 
  Keen Sight (Ex) Kuo-toas can spot moving objects or 
  creatures that are invisible or ethereal. Only by 
  remaining perfectly still can such objects or 
  creatures avoid notice. 
  Adhesive (Ex) Kuo-toas coat their shields with 
  adhesive. Those who make unsuccessful melee 
  attacks against a kuo-toa must succeed on a DC 
  14 Reflex save, or their weapon sticks to the kuo-
  toa’s shield and is yanked out of their grasp. 
  
  Undermountain: The River Sargauth 
   
  Page 11 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. The adhesive remains 
  good until it catches one creature or object., which 
  uses it up. Pulling a stuck weapon or limb from a 
  shield requires a DC 20 Strength check. 
  Slippery (Ex) Kuo-toas secrete an oily film. Webs, 
  magical or otherwise, don’t affect kuo-toas, and 
  they can usually wriggle free from most forms of 
  confinement. 
  Light Blindness (Ex) Blinded for 1 round in daylight, 
  then dazzled when still in daylight. 
  Skills Kuo-toas have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and 
  Search checks. A kuo-toa has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
   
  6: OVERSEER 
  OVERSEER(RAGING) 
  CR 6 
  Male draegloth barbarian 3 
  *Drow of the Underdark  
  CE Large outsider (native) 
  Init +2; Senses darkvision 60 ft.; Listen +15, Spot 
  +12 
  Languages Abyssal, Undercommon  
  AC 21, touch 11, flat-footed 20 
   (-1 size, +3 Dex, +5 armor, +5 natural, -2 rage) 
  hp 105 (9 HD); DR 1/— 
  Immune poison, sleep 
  Resist acid 10, cold 10, electricity 10, fire 10 
  Fort +15, Ref +9, Will +8 (+10 against enchantments) 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +19 (1d6+11) and bite +17 (2d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +24  
  Atk Options Blind-Fight, Power Attack, rage 1/day 
  (11 rounds) 
  Combat Gear – 
  Spell-Like Abilities (CL 6th): 
   4/day—darkness 
   1/day—dancing lights, desecrate, faerie fire, unholy 
  blight (DC 15) 
  Abilities Str 32, Dex 17, Con 24, Int 10, Wis 10, Cha 
  12 
  SQ trap sense +1 
  Feats Blind-Fight, Improved Natural Attack (bite), 
  Multiattack, Power Attack 
  Skills Concentration +16, Hide +12, Intimidate +7, 
  Jump +20, Knowledge (religion) +9, Listen +15, 
  Move Silently +16, Search +9, Spellcraft +9, Spot 
  +12, Survival +0 (+2 following tracks); Skills listed 
  in bold are usable while raging. 
  Possessions +1 adamantine chain shirt, cloak of 
  stone, amulet of health +2 
   
  
  Undermountain: The River Sargauth 
   
  Page 12 
  APPENDIX 2: NEW RULES ITEMS 
  MAGIC ITEMS 
  Cloak of Stone 
  Price (Item Level): 8,000 gp (11th) 
  Body Slot: Shoulders 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: – and standard (command) 
  Weight: 2 lb 
   
  This mottled gray cloak looks like an incredibly thin 
  sheet of stone. 
   
  While wearing a cloak of stone, you gain a +5 
  competence bonus on Hide and Move Silently checks. 
  This is a continuous effect and requires no activation. 
   
  In addition, you can activate the cloak to merge 
  with stone as though using the meld into stone spell. 
  This ability functions once per day. 
   
  Prerequisites: Craft Wondrous Item, meld into 
  stone. 
   
  Cost to Create: 4,000 gp, 320 XP, 8 days. 
   
  Lightning Gauntlets 
  Price (Item Level): 1,000 gp (4th) 
  Body Slot: Hands 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) evocation 
  Activation: Standard (command) 
  Weight: 1 lb 
   
  Threads of copper run along the fingers of these finely 
  crafted black leather gloves. 
   
  Each pair of lightning gauntlets has 3 charges, which 
  are renewed each day at dawn. Spending 1 or more 
  charges allows you to deal electricity damage to an 
  adjacent target. No attack roll is required, but a 
  successful DC 14 Reflex save halves the damage dealt. 
   
  1 charge: 2d6 points of electricity damage. 
   
  2 charges: 3d6 points of electricity damage. 
   
  3 charges: 4d6 points of electricity damage. 
   
  Prerequisites: Craft Wondrous Item, shocking 
  grasp. 
   
  Cost to Create: 500 gp, 40 XP, 1 day. 
   
  Ring of the Darkhidden 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Ring 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) illusion 
  Activation: –  
  Weight: – 
   
  More than a dozen etchings of closed eyes circle this 
  tarnished silver ring. 
   
  You are invisible to darkvision, although you are fully 
  visible in normal light. 
   
  Prerequisites: Forge Ring; invisibility. 
   
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Troll Gut Rope 
  Price (Item Level): 500 gp (3rd) 
  Body Slot: – (held) 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Standard (command)  
  Weight: 7 lb. 
   
  One end of this pile of pungent-smelling intestines has 
  been tied with an intricate knot. 
   
  Once per day, you can command this 50-foot rope to 
  grow up to 350 feet in length. Any length beyond the 
  original 50 feet decays to nothingness after 12 hours. If 
  the large knot on one end is ever untied or cut open, 
  the rope’s magic is destroyed. 
   
  Prerequisites: Craft Wondrous Item, minor 
  creation. 
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
   
  MUNDANE EQUIPMENT 
  Kuo-Toan Harpoon 
  The kuo-toan harpoon is an exotic melee weapon that 
  has the following characteristics. 
   
  Dmg (S): 1d8 
   
  Dmg (M): 1d10 
  Critical: x2 
   
  Range Incr.: 30 ft. 
  Wt.: 6 lb  
  Type: Piercing 
  Cost: 15 gp 
   
  A kuo-toan harpoon is a spear that has a barbed metal 
  head. A slender, 30-foot-long chain runs from the 
  harpoon’s end. 
   
  If a kuo-toan harpoon deals damage, the target 
  must succeed on a Reflex save (DC 10 + the damage 
  dealt) or be harpooned. A harpooned creature moves at 
  half speed, cannot charge or run, and must make a DC 
  15 Concentration check to cast a spell. On a failed 
  check, it loses the spell. 
   
  If a kuo-toa harpooner holds onto the chain, the 
  harpooned creature must make an opposed Strength 
  
  Undermountain: The River Sargauth 
   
  Page 13 
  check to move more than 30 feet away from the 
  harpooner. As a swift action, the harpooner can wrap 
  his end of the chain around his sticky shield. In this 
  case, he gains a +5 bonus on the opposed Strength 
  check. As a standard action, the harpooner can slam his 
  shield to the ground to seal it in place with the chain 
  still attached. If the harpooner does so, the harpooned 
  creature is lashed to within 30 feet of the spot the 
  shield is stuck to and must succeed on a DC 20 
  Strength check to escape. 
   
  A harpooned creature can pull the harpoon out if 
  it has two hands free and takes a full-round action to do 
  so. Removing the harpoon in this way deals 1d10 
  points of damage to the harpooned creature. A 
  successful DC 15 Heal check allows the removal of the 
  harpoon without any additional damage. 
   
  SPELLS 
  Halaster’s Scrying Cage 
  Abjuration 
  Level: Sorcerer/wizard 9 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: Close (25 feet +5 ft./2 levels) 
  Area: One 10 cubic ft./level 
  Duration: Permanent 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell modifies the functioning of all divination 
  spells and spell-like abilities into, out of, and within its 
  area of effect, and it bars the functioning of all 
  divination (scrying) spells into, out of, and within its 
  area of effect. If the spell is cast in an area adjoining or 
  overlapping another scrying cage, the effects of both 
  spells merge to create a single scrying cage. 
  Undermountain, the greatest dungeon of Faerûn, is 
  believed to have been enclosed within the largest 
  scrying cage in existence in the Realms by means of 
  this combinatorial effect. When this spell is cast 
  within, into, or out of a scrying cage, divination 
  (scrying) spells simply fail to work and the spell is 
  wasted. Other divination spells cannot bypass any 
  continuous physical barrier, such as a wall, ceiling or 
  floor. Such spells can pass through any aperture, even 
  one as small as a keyhole. 
   
  Material Component: Diamond dust worth 1,000 
  gp. 
   
  Halaster’s Teleport Cage 
  Abjuration 
  Level: Sorcerer/wizard 9 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: Close (25 feet +5 ft./2 levels) 
  Area: One 10 cubic ft./level 
  Duration: Permanent 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell modifi es the functioning of all conjuration 
  (teleportation) spells and spell-like abilities, including 
  dimension door, greater teleport, refuge, teleport, 
  teleportation circle, and word of recall, into, out of, and 
  within its area of effect. If the spell is cast in an area 
  adjoining or overlapping another teleport cage, the 
  effects of both spells merge to create a single teleport 
  cage. Undermountain, the greatest dungeon of Faerûn, 
  is believed to have been enclosed within the largest 
  teleport cage in existence in the Realms by means of 
  this combinatorial effect. When this spell is cast within 
  a teleport cage, such translocation spells simply 
  transport all affected creatures and objects to another 
  random location within the teleport cage. For example, 
  if a wizard casts teleport within the confines of 
  Undermountain, the encompassing teleport cage 
  would cause him to appear at another random location 
  within the great dungeon. When a caster outside the 
  area encompassed by a teleport cage attempts to 
  teleport into it, this spell redirects his destination to 
  another random location reachable by the spell. For 
  example, if a 9th-level wizard in the city above 
  attempted 
  to 
  teleport 
  into 
  the 
  depths 
  of 
  Undermountain, the encompassing teleport cage 
  would cause him to appear at another random location 
  within 900 miles of the place where he cast the spell. 
   
  Material Component: Diamond dust worth 1,000 
  gp. 
  
  Undermountain: The River Sargauth 
   
  Page 14 
  APPENDIX 3: MAPS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Undermountain: The River Sargauth 
   
  Page 15 
  ENCOUNTER 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Undermountain: The River Sargauth 
   
  Page 16 
  ENCOUNTER 2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Undermountain: The River Sargauth 
   
  Page 17 
  ENCOUNTER 3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Undermountain: The River Sargauth 
   
  Page 18 
  ENCOUNTER 4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Undermountain: The River Sargauth 
   
  Page 19 
  ENCOUNTER 5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Undermountain: The River Sargauth 
   
  Page 20 
  ENCOUNTER 6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Undermountain: The River Sargauth 
   
  Page 21 
  Undermountain: The River Sargauth Treasure Chart 
  Use this sheet as a guide to determine what items the characters obtained and what items they applied to their Undermountain Adventures character. 
  Items obtained but not taken by any players are sold for half their value in gold; the gold is then split up amongst the party to apply towards their 
  Undermountain Adventures character. If a player picks the +1 adamantine chain shirt, the cloak of stone, or the amulet of health +2, they only receive 
  one pick instead of two. 
   
   
  Item Name 
  Location 
  GP Value 
  Obtained? 
  Player Receiving 
  Scroll of restoration 
  Encounter 2 
  250 
   
   
  Lightning gauntlets 
  Encounter 2 
  1000 
   
   
  Potion of cure moderate wounds 
  Encounter 4 
  300 
   
   
  Potion of cure moderate wounds 
  Encounter 4 
  300 
   
   
  Ring of the darkhidden 
  Encounter 4 
  2000 
   
   
  Ring of the darkhidden 
  Encounter 4 
  2000 
   
   
  Troll gut rope 
  Encounter 5 
  500 
   
   
  +1 studded leather armor 
  Encounter 5 
  1175 
   
   
  +1 studded leather armor 
  Encounter 5 
  1175 
   
   
  +1 heavy steel shield 
  Encounter 5 
  1170 
   
   
  +1 heavy steel shield 
  Encounter 5 
  1170 
   
   
  Masterwork kuo-toan harpoon 
  Encounter 5 
  315 
   
   
  Masterwork kuo-toan harpoon 
  Encounter 5 
  315 
   
   
  Masterwork kuo-toan harpoon 
  Encounter 5 
  315 
   
   
  Masterwork kuo-toan harpoon 
  Encounter 5 
  315 
   
   
  Masterwork kuo-toan harpoon 
  Encounter 5 
  315 
   
   
  Masterwork kuo-toan harpoon 
  Encounter 5 
  315 
   
   
  Masterwork light crossbow 
  Encounter 5 
  335 
   
   
  Masterwork light crossbow 
  Encounter 5 
  335 
   
   
  +1 adamantine chain shirt 
  Encounter 6 
  6100 
   
  (1 item only)
  Cloak of stone 
  Encounter 6 
  8000 
   
  (1 item only)
  Amulet of health +2 
  Encounter 6 
  4000 
   
  (1 item only)
  Potion of cure serious wounds 
  Encounter 6 
  750 
   
   
  Potion of displacement 
  Encounter 6 
  750 
   
   
  Potion of haste 
  Encounter 6 
  750 
   
   
  Potion of magic fang 
  Encounter 6 
  750 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/Undermountain/The River Sargauth General Play.pdf