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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  visit www.wizards.com/d20 
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  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
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  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  CORS7-02 
   
   
   
  Rise of the Spider Queen 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Special Adventure 
  Version 1 
   
  by Colleen Simpson 
  Circle Reviewer: Creighton Broadhurst  
  Playtesters: Derek Christensen, Wes Nicholson, Bruce Paris,  Andrew Alexandrou, Sue Allen, Dean Bailey, York Cooke, 
  Robin Farnsworth, Chris Hirst, Greg Jones, Ashley Leget, Amy Nicholson, Jennie Nicholson, Phillip Nicholson, 
  Sulenna Nicholson, Daniel Oddo, Antigone Paris, Luke Parry, Dean Reilly, Brendan Robertson, Jireh Scheurwater, 
  Joseph Schibberas, Sean Wellsmore 
   
  Sterich is once more in need of heroes to stand between it and the rising tide of darkness. Humanoid and giant raids 
  boiling out of the Crystalmist Mountains are again increasing in frequency and boldness. Rumors swirling thickly 
  through Istivin’s shadowed streets speak of the malevolent Spider Queen and her resurgent interest in the sunlit lands 
  of the Flanaess. A one-round core special adventure set in the March of Sterich and the Crystalmist Mountains for 
  characters level 1-11 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include Expedition to the Demonweb Pits [Wolfgang Baur 
  and Gwendolyn F.M. Kestrel], Dracoomicon [Andy Collins, Skip Williams, James Wyatt], Dragon Magic [Owen K.C. 
  Stephens and Rodney Thompson], Drow of the Underdark [Ari Martnell, Anthony Pryor, Robert J. Schwalb, Greg A. 
  Vaughan], Dungeonscape [Jason Bulmahn and Rich Burlew], Frostburn [Wolfgang Baur, James Jacobs, George Strayton], 
  Monster Manual IV [Gwendolyn F.M. Kestrel, Jennifer Clarke Wilkes, Matthew Sernett, Eric Cagle, Andrew Finch, 
  Christopher Lindsay, Kolja Raven Liquette, Chris Sims, Owen K.C. Stephens, Travis Stout, JD Wiker, and Skip 
  Williams], Races of the Dragon [Gwendolyn F.M. Kestrel, Jennifer Clarke Wilkes, Kolja Raven Liquette]. 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  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 must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning and reporting this adventure, you accomplish 
  a couple of things. First, it is an official game, and you can 
  use the AR to advance your LIVING GREYHAWK character. 
  Second, players and DMs gain rewards for sanctioned 
  RPGA play if they are members of the DUNGEONS & 
  DRAGONS REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  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, and the Monster Manual.  
   
  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. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  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. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat do not 
  affect APL). 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  this adventure in 2008, check the current version of the 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 2 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round core special adventure set in 
  the March of the Sterich and the Crystalmist Mountains. 
  All characters pay 2 Time Units. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Some of the monsters, spells, and so on, in this adventure 
  have been the subject of errata or official FAQ. Some of 
  these changes have been incorporated into the 
  encounter’s official stat blocks. Other clarifications are 
  listed here. 
   
  DMs should be aware that the results of applicable 
  Knowledge checks for various encounters can be found 
  in Appendix 3: Learning More. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  ENCOUNTER FORMAT 
  This adventure utilizes a new encounter format. Each 
  combat encounter fits onto a single or double page. (The 
  maps are included in the DM’s Maps Appendix.) Use this 
  information in conjunction with the stat blocks 
  presented in the Monster Manual or Appendix 1 to run the 
  adventure.  
   
  DM Map 1 provides an overview of the dungeon. 
   
  PREVIOUS CORE ADVENTURES 
  Events and AR items from several previous adventures 
  can affect play in the CORS7-02 Rise of the Spider Queen. 
  Before play begins check to see if any of the players have 
  played any of the following adventures: 
  • 
  Gloom and Disunion Cycle: PCs that have 
  completed COR2-04 Birthday Bash and/or COR2-05 
  Beneath the Vale, already know that the drow scheme 
  in Sterich. 
  • 
  CORS3-01 Assault on fhe Vault: PCs that helped 
  foil House Noqar’s kidnap attempt of Lady Tismina, 
  Lord Stophase, and General Krill have already fought 
  the drow (and have traveled to the Vault of the 
  Drow). 
  • 
  ADP6-03 Red Hand of Doom: PCs that are helping 
  to defeat the Red Hand’s invasion of Sterich may 
  have AR items that impact on their reputation and 
  ability to acquire items in Sterich. 
   
  THE DROW 
  Unsurprisingly, the drow feature heavily in this 
  adventure. Thus, the DM should review the drow, and 
  their abilities (MM 103), before play begins. In particular, 
  the DM should be completely familiar with the drows’ 
  spell-like abilities – dancing lights, darkness, and faerie fire – 
  as well as their light blindness vulnerability. 
   
  Drow Poison: Additionally, many drow in this 
  adventure make use of drow sleep poison. An opponent 
  hit by a drow’s poisoned weapon must succeed on a DC 
  13 Fortitude save or fall unconscious. After 1 minute the 
  subject must succeed on another DC 13 Fortitude save or 
  remain unconscious for 2d4 hours.  
   
  ADVENTURE BACKGROUND 
  A plot unfolding in the layers of the Abyss has set things 
  moving in the surface worlds of the Prime Material plane. 
  Spurred on by a rumor that Lolth is intending to 
  strengthen her grip on, and return to, the surface lands 
  the drow are beginning to stir. 
   
  The rumors of Lolth’s imminent arrival on Oerth 
  have hurled many of her loyal followers into an orgy of 
  violence as they prepare for their mistress’s attack. Raids 
  on the surface have increased as Lolth’s priesthood 
  demand more sacrifices to hasten their mistress’s arrival 
  (and to prove their devotion). The rumors have also 
  spurred the matron of Erel-hei Cinlu’s other noble houses 
  to action. Again, they vie with one another to prove the 
  most loyal and most deserving of Lolth’s favor. 
   
  Inevitably, many of the surface raids have fallen on 
  the Kingdom of Sterich. As instigators of Lolth’s last 
  defeat, her followers hold a particular hatred for that 
  surface realm.  
   
  As the adventure begins, raids have been escalating 
  in the last two months. Many people in the western 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 3 
  provinces have been killed and still more have been 
  carried away. Nobles and interested parties have noticed 
  that elves and half-elves have been singled out above all 
  targets.  
   
  With the increasing frequency, and the focus of 
  these raids, many in Istivin believe that the drow have 
  once again turned their hate-filled eyes towards Sterich.  
   
  Their studies and divinations regarding the situation 
  have led them to believe that the drow have reclaimed 
  the strongholds once used by frost and fire giants on raids 
  against Sterich years ago… and they are right.  
   
  Two great houses Tormtor and Godeep, have come to 
  the surface in Sterich, and taken the ruined strongholds. 
  While each is aware that the other has some plot cooking, 
  each is devoted to ensuring the success of their own plans 
  for achieving Lolth’s aims. While each would love to see 
  the other displease Lolth through failure, they are both, 
  for the moment, willing to let each other be, rather than 
  be caught interfering with what might be seen as the 
  divine will of the Spider Queen. 
   
  The House of Tormtor, under the command of Imrae 
  Abaeir, a cleric of Lolth, has taken over the ruins of the 
  Fire Giant’s Stronghold. Their aim is to establish a strong 
  point from which they can launch an invasion in the 
  name of Lolth, and to this end, they have been gathering 
  information, and as many prisoners as they can. 
   
  In a similar fashion, the weaker House of Godeep, 
  under the command of Matron Shalith Kalrimi has on 
  the advice of Vlon Jaelkal, a skilled sorcerer of the house, 
  taken over the ruins once claimed by the frost giant jarl, 
  Gungir. While Shalith is devoted to seeing Lolth’s plans 
  for conquering the surface world brought to fruition, 
  Vlon Jaelkal’s motives are not so pure.  
   
  Vlon has discovered that his powers spring from a 
  white dragon ancestor. He has spent most of his free 
  hours trying to discover who his ancestor was so that he 
  might learn more from him. To date, his research has led 
  him to not only discover and recover a clutch of white 
  dragon eggs for his house’s use, but to believe that his 
  ancestor might, at one time, have served the Frost Giant 
  King that was defeated before Gungir took control. It also 
  led him to the discovery of Xarsentriskix, an ancient 
  white dragon that holds claim to a set of tunnels that 
  would give the drow easy access to the snow elf 
  homelands in the Crystalmist Mountains. With the news 
  of Lolth’s intention to widen her claim to the surface 
  lands, Vlon Jaelkal set about convincing Shalith that the 
  frost giant’s stronghold would be an ideal place from 
  which to plan their attacks. While this is true, Vlon’s true 
  goal was to try to discover more clues leading to his sire 
  or dam’s wherabouts. 
   
  Shalith, while wary of Vlon Jaelkal and his well-
  known fascination for discovering his ancestor, has 
  agreed to the plan. The stronghold is well away from 
  populated areas, and linked to the UnderOerth by a 
  chamber leading into a House Godeep fortress. Rather 
  than kill Xarsentriskix, Shalith has decided to try to 
  create an alliance with the creature but has found this to 
  be both an expensive and challenging undertaking since, 
  in addition to a hefty levy of treasure, Xarsentriskix also 
  desires revenge.  
   
  Approximately 250 years ago, an elven warrior 
  hunted and killed her mate before destroying the largest 
  clutch of eggs she had ever laid. She wants that warrior 
  found – and his line extinguished, just as the line she 
  might have built with her mate was extinguished. If the 
  drow bring her the warrior and his mate, and promise to 
  assist her in destroying the warrior’s line, she will provide 
  them a guarded entrance to the surface world through 
  her lair, and assist them in destroying as many elves as 
  possible, and sharing some of the knowledge she knows 
  with Vlon Jaelkal. 
   
  To this end, Shalith and Vlon spent months 
  researching the name of the elf that killed the dragon’s 
  mate. Thus far, extensive divination and library searches 
  have revealed only the clan’s name. The warrior, injured 
  in his escape from Xarsentriskix, appears to have 
  vanished. Those bearing his name have not been so lucky. 
  Over the past few weeks, Shalith and Vlon have focused 
  on kidnapping elves, both to confirm their researches, 
  and to try to find the name and location of the warrior. 
  After the first week, they narrowed their kidnap attempts 
  down to elves bearing the name of a single clan, Nakiir. 
   
  After thorough questioning, the drow either sacrifice 
  the elves to Lolth (if they are worthy), sell them as slaves, 
  or imprison those bearing the name of Nakiir to further 
  sweeten their deal with the dragon.  
   
  The increase in kidnappings and the trend of their 
  kidnappings has been noted by the snow elves of the 
  Crystalmists as well as other elven clans and, over time, 
  the location of the drow strongholds have been 
  discovered. 
   
  ADVENTURE SUMMARY 
  Introduction: PCs arrive in Istivin, where they can 
  choose to respond to a call help from that city’s nobles or 
  journey into the Crystalmists seeking adventure.  
   
  Encounter 1: PCs are a half day from the ruins of 
  the frost giants’ stronghold and must gain entrance to the 
  areas in which the drow have made their base. They 
  encounter a lone snow elf of the Nakiir clan who is being 
  pursued by a drow ranger, known as Vathres the Hunter. 
  The elf has been doused in a foul-smelling potion made 
  from bat droppings. 
   
  Encounter 2: PCs that rescue the snow elf, learn his 
  name is Amaskiir Nakiir and that he has a sister who is 
  also a prisoner of the drow and who is facing death in one 
  of their ceremonies. He begs them to rescue her, but 
  cannot bring himself to return to the drow stronghold. 
  He will wait for them at their campsite and is willing to 
  guard Vathres, if they have taken the drow prisoner. He 
  gives directions to an alternative entrance into the drow 
  stronghold and warns against approaching the main gate. 
   
  Encounters 3-5: The PCs have a choice of two paths. 
  They may decide, in spite Amaskiir’s advice, to gain entry 
  through the front gate of the stronghold. If they do this, 
  the adventure is over for them. If they decide to follow 
  Amaskiir’s advice, and gain entry via his escape tunnel, 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 4 
  run Encounter 4. 
   
  Encounter 3A: The PCs have discovered the empty 
  owlbear enclosure. 
   
  Encounter 3B: With Amaskiir’s escape, the drow 
  are now aware of this tunnel, but, with Vathres in pursuit 
  of Amaskiir, they think it poses little threat and have 
  posted no drow to guard it. PCs can continue to 
  Encounter 4B. 
   
  Encounter 4: After traversing Amaskiir’s escape 
  route, the PCs arrive at the large cavern known as the 
  Junction where the tunnel meets the route from the 
  guardroom to the surface. If they search along the wall 
  opposite this area, they may find a secret door to 
  Encounter 15. Otherwise, they are free to follow the 
  tunnel in whichever direction they wish. 
   
  Encounters 5-7: The drow keep their prisoners, 
  here. PCs are able to rescue some prisoners and find a 
  little information in this area. 
   
  Encounter 5: PCs encounter the guard room and 
  office. There is only one entrance leading into it from the 
  tunnel to the surface and they need to be clever in order 
  to gain the upper hand against the drow guards in this 
  area. 
   
  Encounter 6: The PCs are able to search this area 
  and discover a number of prisoners. In spite of the PCs’ 
  hopes, they discover that ‘the snow elf girl’ was taken 
  from the prison ward that morning. They have to go 
  further into the complex to find her. 
   
  Encounter 7: This room offers PCs the choice of 
  going west into Encounter 8: or to Encounter area 3A. 
   
  Encounter 8: This large, empty room, festooned 
  with spider webs is obviously the drow chapel. It is 
  currently empty as all the soldiers are out raiding, or on 
  guard, and the priestess and her companion are in Area 9. 
  It is possible that the priestess will see the PCs moving 
  around in the chapel and initiate an attack from the 
  interrogation room. 
   
  Encounter 9: The drow priestess, Shalith, is 
  preparing for Kaliir’s attendance at the ceremony to be 
  held that evening. Her bodyguard and paramour, Captain 
  Myraun, accompanies her. 
   
  Encounter 10: This is a connecting passage, leading 
  to sorcerer Vlon Jaelkal’s living area. 
   
  Encounters 11-16: This small set of rooms belong 
  to Vlon Jaelkal. He uses them for the continuation of his 
  research into all things draconic. He hopes that his 
  researches will lead to something that will later help the 
  drow control Xarsentriskix. Vlon has made good use of 
  the space, using it as a place for the young white dragon, 
  Ixcrimvorisk’s lair and guard post, and the adjacent rooms 
  as a small library, and map quarters, while he has taken 
  another room as his personal quarters. 
   
  Encounter 6: White Dragon Madness In this 
  encounter the PCs are challenged by Ixcrimvorisk and 
  must either give the correct password, or defeat her to 
  gain entry to Vlon’s quarters. 
   
  Encounter 7: This is where Vlon has developed a 
  connection between the Elemental Plane of Air in order 
  to cool Ixcrimvorisk’s rooms. Here the PCs may defeat 
  the ice mephits that have taken up residence, or come to 
  an agreement with the creatures. 
   
  Encounter 8: A number of carrion crawlers guard 
  this area, which must be defeated before the PCs can 
  discover clues to the drows’ purpose. 
   
  Encounter 9: Vlon is here, if he hasn’t already been 
  drawn to a battle with Ixcrimvorisk. He attempts to 
  escape the PCs if caught by surprise, unleashing the 
  library’s defenses, if they have not already been 
  encountered and defeated. 
   
  Encounter 10: In this area, PCs encounter a trap 
  guarding Vlon’s deepest and deadliest secret – that he is a 
  worshipper of Tiamat. 
   
  Encounter 11: This is the lair of Ixcrimvorisk’s 
  spawn of Tiamat partner, Vaxdrisshk. If Vax has joined in 
  the combat in Encounter 6 this room is unguarded. 
   
  Encounter 17: This room is currently unoccupied, 
  but PCs can find records of drow movements in the area, 
  as well as a map recording ideas for overland movement 
  taking a force to the snow elven city in the Crystalmists. 
   
  Encounter 18: PCs find nothing in this room, 
  beyond the usual furniture. 
   
  Encounter 19: While the quarters of a drow 
  priestess, they are still spartan since this is still a forward 
  base, and not an established stronghold. The majority of 
  Shalith’s ‘treasures’ are still secured elsewhere. PCs find 
  references to Lolth’s desire on a general move to take over 
  the surface lands, but nothing more. There are also 
  references to a large group of drow returning sometime 
  within the next two days, and for more drow arriving 
  from below at the same time. 
   
  Encounter 20: PCs discover that this area is set up 
  for a much larger force than they have so far encountered. 
   
  Conclusion: PCs have returned to Istivin, and are 
  rewarded for their level of success (or they’re spending a 
  bit of unplanned time with the drow). 
   
  INTRODUCTION 
  You have been staying in the city of Istivin for a few 
  days, and have met a number of adventurers similar 
  to yourself. 
   
  Give PCs time to introduce each other, and then 
  continue: 
   
  It is evening, and for want of seating elsewhere, you 
  find yourselves at the same dinner table, when a 
  well-dressed messenger approaches you: "I've a 
  request from the Marchioness of Sterich, for you, my 
  lords (and ladies). If you'd meet with her to discuss 
  business, she'd be grateful." The page does not 
  answer your questions on how grateful, but offers to 
  take you to meet with his mistress immediately. 
    
  Give PCs time to accept/refuse this offer.  
   
  WE REFUSE 
  If they refuse, the adventure is over for them unless they 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 5 
  decide to investigate the mountains on their own. In this 
  case they are traveling through the Crystalmists when 
  they 'meet' Amaskiir (in which case, go to Encounter 1).  
   
  WE ACCEPT 
  If they accept, read, or paraphrase, the following: 
    
  The journey through Istivin's streets takes you to 
  the wealthier part of town. It is indeed the 
  Marchioness of Sterich who wishes to meet with 
  you, and the business must be urgent indeed for her 
  face to bear such a grim cast. Very, very urgent, for 
  she wastes no time in letting you know what it is she 
  needs. "The drow are on the move," she begins, "and 
  we'd like you to see what they're doing and why. We 
  believe that they've taken over the old frost giants' 
  stronghold. For what purpose I do not know, but we 
  are worried and are sending as many willing 
  adventurers as we can find with missions that would 
  help us discover more. Would you go into the 
  mountains, to the old frost giant stronghold, and see 
  if you can determine what the drow encamped there 
  are up to? 
   
  If the PCs agree, continue with the following: 
   
  You will need to infiltrate the stronghold and bring 
  out hard evidence of any plans they might be 
  making. We think their presence at the stronghold 
  is relatively new, so you have a chance of getting in 
  and out unnoticed. At least, we'd like you to try," she 
  pauses. "Normally I'd not be so abrupt, but time is 
  short and our resources are limited. Would you help 
  us in this?" 
   
  Payment: She is willing to offer the PCs 150 gp each (no 
  matter what APL), and does not budge from this amount. 
  She also reminds the PCs that the drow themselves will 
  likely have many valuables that the PCs can keep. 
   
  Why use inexperienced adventurers like us? We 
  need the services of all who are willing to help. We fear 
  that just one group could fall to foul play, or even miss 
  something vital to revealing what the drow are planning. 
   
  How do you know there are drow in the frost 
  giant fortress? Reports from travelers, villagers, and 
  hunters in the area indicate a drow presence, and this is 
  the most likely place for them to have taken up residence. 
  If there aren’t drow there, we’d like you to confirm this. 
   
  Are there supplies that can be spared to help us 
  in our mission? At APLs2-4, the Marchioness can spare 
  one vial of anti-toxin for each PC. Otherwise, she expects 
  adventurers to be able to take care of their other supplies.  
   
  In the event of PC refusal: See Refusal, above. 
   
  When the PCs accept her mission, read the following:  
    
  At your agreement, the Marchioness of Sterich 
  almost smiles. "You have our gratitude," she says. "I 
  can arrange teleportation to a small town in the 
  foothills. From there it should be only a few days 
  walk. You can see why we're concerned about drow 
  being so close to our people. Would you be willing to 
  leave tomorrow morning? I can give you further 
  directions, and a map of the area to ensure you find 
  the stronghold. To travel from here by mundane 
  means could lose us whatever lead time we have left. 
  Remember, we'll need any hard copy of plans you 
  can find - prisoners would help too: both drow that 
  you capture, and anyone captured by the drow. One 
  we can interrogate, the other might have overheard 
  something more useful than they know - and no one 
  should be left in drow hands... Well, I will let you 
  make your preparations. I'll see you here tomorrow 
  at dawn." Finding yourselves dismissed, you set out 
  into the city. 
    
  Allow PCs to buy what goods they need - availability is 
  normal for goods in Istivin. Once they are ready to set 
  out, go to Encounter 1. 
   
  �Istivin (Large City): Conventional; AL LN; 25,000 gp 
  limit (reduced due to recent events); Assets: 15,125,000 
  gp; Population 12,100; Mixed (humans 79%, mountain 
  dwarf 8%, halfling 6%, gnome 3%, elf 2%, half-elf 1%, half-
  orc 1%). 
   
  Authority 
  figures: 
  Resbin 
  Dren 
  Emondav, 
  Marchioness of Sterich (LN female human sorcerer 13); 
  Querchard, Marquis of Sterich (missing, presumed dead); 
  Frush O'Suggill, Captain-General of the Watch (LG male 
  human fighter 16); Karri Velthundle, Marshall of Sterich 
  Cavalry (LG female elf fighter 8/wizard 7); Griffage 
  Terpin, General Commander of the Army of the March 
  (LN male human ranger 13); Verbane, Chief Wizard of 
  the March (CN male human wizard 15). 
   
  Important Characters:  Kireth Trantle, high priest of 
  Pelor (LG male human cleric 12); Prefect Randos, high 
  priest of Zilchus (LN male human cleric 8); Sarai 
  Miskmatar, priestess of Mayaheine (LG female half-elf 
  cleric 6/ranger 5); Algorthas the Seer, preeminent sage (N 
  male human expert 18); Pelmon Drudd, merchant-lord 
  (NE male human rogue 6/aristocrat 3/expert 3); Santis, 
  First Matron of Ulaa (LG female human cleric 9). 
   
  1: SOMETHING STINKY THIS 
  WAY COMES 
  PCs approach the ruins of the frost giants’ stronghold and 
  must gain entrance to the areas in which the drow have 
  made their base. They encounter a lone snow elf of the 
  Nakiir clan who, after having been drenched in bile 
  droppings, is being pursued by a drow hunter. 
   
  Suggested Minitaures: 1 elf stalker (Underdark), 1 
  drow arcane guard (Underdark), 1 spider of Lolth 
  (Underdark). 
   
  Following the directions given you by the 
  Marchioness, you soon reach the Crystalmist 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 6 
  Mountains and navigate your way to the valley 
  where the frost giants’ fortress once stood. It’s been 
  a long journey, and the day is growing old. Soon you 
  will have to find a place to camp for the night, and, 
  with drow in the area, you know you’ll need to select 
  your camp site carefully. You’d guess the drow 
  fortress to be a half-day’s journey yet, and you’re all 
  in need of rest after a hard day’s climb. 
   
  If any PC succeeds on a DC 15 Survival check they find a 
  sheltered campsite. If they succeed, read the following: 
   
  After a bit of searching, you are able to find a 
  sheltered clearing. The large boulders scattered 
  among the trees help provide shelter from prying 
  eyes, and the cold wind that makes its way up the 
  valley. The surrounding undergrowth is also dense 
  enough, to obscure the light from your camp. 
   
  If PCs fail the Survival check, or decide not to set up 
  camp here, read the following. 
   
  What does it take, you wonder, to find somewhere 
  with a decent bit of shelter? Nowhere seems suitable 
  and finally you have to settle for a semi-sheltered 
  space among the trees. The cold wind seems to blow 
  right through you, and any fire you light is going to 
  shine like a beacon for anyone nearby to see. 
   
  Go to the Amaskiir section. 
   
  AMASKIIR 
  Once PCs have set up camp, have them choose their 
  watches (if they are keeping them), and specify what they 
  are doing. Once they have settled down to sleep, have the 
  person on first watch make a Spot check. If they succeed 
  on a DC 12 Spot check (DC 5 if they failed their Survival 
  check), read the following: 
   
  At the edge of your vision, you see a vaguely 
  humanoid shape tearing through the trees. Whoever 
  it is, is making no attempt at stealth, but appears to 
  be in full flight from something behind it.  
   
  If they fail the Spot check, but succeed on a DC 12 (or DC 
  5 if they failed their original Survival check) Listen 
  check, read the following: 
   
  You hear something, or someone, crashing through 
  the undergrowth along the path. You hear the sound 
  of ragged, almost panicked, breathing and what 
  might be a sob of terror. It sounds like whoever or 
  whatever it is, is heading straight for your camp. 
   
  If the guards fail both checks, read the following, when 
  Amaskiir Nakiir crashes into their campsite: 
   
  An elf, wild-eyed with fear, crashes from the path 
  into your campsite. He shows no sign of stopping as 
  he continues his stumbling run towards the other 
  side of the clearing and the trail beyond. A thick, 
  sticky substance coats his hair, shoulders, and upper 
  back and a sickening stench seems to cling to him. 
   
  Amaskiir is covered in bile droppings (see Appendix 2); 
  have the PCs each make a DC 13 Fortitude save. If they 
  fail, they are sickened by the smell for one round.
   
  Roll initiative and give the PCs time to react. If they 
  are sleeping, it only takes a DC 10 Listen check for 
  Amaskiir to wake them as he passes.  
   
  The PCs have a number of options: they could try to 
  talk with him; they could attack or attempt to subdue 
  him; or they could let him keep running. Note that 
  Amaskiir has no equipment save the rags he stands up in; 
  he escaped with nothing. 
   
  Go to the most relevant section below. 
   
  PCS COMMUNICATE WITH AMASKIIR 
  If communicated with in any language but Drow, 
  Amaskiir stops (even if the PCs have drawn weapons). 
  Read the following:  
   
  At the sound of your voice, the elf stops and eyes you 
  warily. You notice that, in spite of this, his glance 
  flickers back towards the trail from which he came, 
  and that he has begun edging cautiously so that he is 
  as far from the trail entrance as possible. “Protect 
  me,” he gasps. “I will explain all, then.” His eyes 
  widen as he stares beyond you and his next plea is a 
  hoarse whisper: “Protect me.” 
   
  Vathres arrives two rounds after Amaskiir and attacks if 
  the snow elf is still in the clearing. If Amaskiir has 
  traveled beyond the clearing, Vathres is torn between his 
  duty to recapture the elf, and his duty to ‘round up and 
  detain’ any who come close to the stronghold. In the end, 
  he reasons that he will soon catch up with Amaskiir, and 
  maneuvers to attack the PCs. (Have the PCs make 
  opposed Spot and Listen checks to detect Vathres and/or 
  his spider companion as they get into position for the 
  attack.)  
   
  Read the following as Vathres initiates his attack: 
   
  A short barked word in strangely-accented Elven 
  draws your attention to the darkness at the 
  clearing’s edge, “attack!’  
   
  Standing there is a drow dressed in darkened 
  hide armor. Another dark form can be seen as a dark, 
  blob beside him. It is from these two that the snow 
  elf huddles in fear. 
   
  All APLs 
   
  �Amaskiir: male snow elf bard 7/dragonsong 
  lyrists 2; hp 12; Appendix 1. 
   
  APL 2 (EL 5) 
   
  �Vathres the Hunter: male drow ranger 4; hp 19; 
  Appendix 1. 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 7 
   
  �Eskva: viper animal companion; hp 9; Appendix 1. 
   
  APL 4 (EL 7) 
   
  �Vathres the Hunter: male drow ranger 6; hp 39; 
  Appendix 1. 
   
  �Eskva: monstrous spider animal companion; hp 
  11; Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Vathres the Hunter: male drow ranger 8; hp 51; 
  Appendix 1. 
   
  �Eskva: monstrous spider animal companion; hp 
  25, Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Vathres the Hunter: male drow ranger 10; hp 63; 
  Appendix 1. 
   
  �Eskva: monstrous spider animal companion; hp 
  25; Appendix 1. 
   
  Amaskiir’s Tactics: If attacked, even for non-lethal 
  damage, Amaskiir swiftly flees the clearing. He takes no 
  attacks of opportunity if grappled, but attempts to get free 
  if pinned. Amaskiir has exhausted all special abilities for 
  his classes and is of no use to the PCs in the coming battle 
  with Vathres.  
   
  Vathres Tactics: Vathres directs Eskva to attack the 
  nearest PC, and then attacks. If he has the surprise and 
  the initiative, he uses his hand crossbow otherwise, he 
  uses his rapier. He and Eskva work as a team, having 
  perfected their tactics in the violent confrontations in 
  drow society.  
   
  Terrain: The clearing open terrain, but the rocky and 
  wooded terrain surrounding them consists of heavy 
  undergrowth. Characters moving out of the clearing must 
  spend 4 squares of movement to enter each such square. 
  They also gain 30% concealment. The DC of Tumble and 
  Move Silently checks increases by 5 in this area but Hide 
  checks gain a +5 bonus. Running and charging through 
  this area is not possible. 
   
  AMASKIIR BYPASSES THE PCS  
  If he reaches the other side of the clearing, Amaskiir 
  keeps running, although he is forced to stop a short while 
  later and hears the sound of PCs engaging the drow, 
  which draws him back to beg their assistance. 
   
  DEVELOPMENT 
  If Vathres defeats the PCs, he stabilizes any surviving PCs 
  and takes them back underground. This earns the PCs the 
  Captured by the Drow AR item. If Vathres is defeated and 
  manages to escape, he alerts the drow complex to the PCs’ 
  proximity (doubling the number of guards on the gates 
  and in the halls). If Vathres is defeated and captured, he 
  proves an awkward prisoner – although Amaskiir, if he 
  survives, offers to guard him while the PCs enter the 
  stronghold. 
   
  Amaskiir collapses at the end of the battle and rouses 
  only to protest his inability to stay awake. If PCs are 
  persistent, he hands them a parchment (Player Handout 
  1), assures them no one follows, and mumbles ‘morning’ 
  before drifting into the unconsciousness of the very 
  weary (a DC 15 Heal check reveals exhaustion.) In the 
  morning, he is able to answer questions as listed in 
  Encounter 2. 
   
  Treasure: Refer to the Treasure Summary to learn 
  what the PCs find on Vathres. 
   
  Once Vathres is dead and Amaskiir saved, proceed to 
  Encounter 2. 
   
  2: AMASKIIR NAKIIR 
  Once the battle is over the PCs can investigate the 
  newcomers. 
   
  VATHRES THE HUNTER−DROW RANGER  
  This hard-faced drow has white hair tied back into a 
  pony-tail, with the exception of a single narrow 
  braid that hangs from just above his left temple. His 
  eyes are the scarlet of new-drawn blood and his lips 
  curl into a sneer when you speak to him. 
   
  CE male drow ranger 
   
  Attitude: Hostile (PH 72). 
   
  Personality: Self-assured of his abilities, and of his 
  favor in Lolth’s eyes, Vathres knows he cannot hold 
  power, as such, in his own society and does not desire 
  rulership of a house. His ambition is to be needed, to have 
  his skills appreciated by all who hear of him and, perhaps, 
  to earn a place as consort to a priestess or powerful female 
  drow. He does not see other races as ‘people’, just cattle 
  and tools for the drow – or dangerous vermin that must 
  be tamed or destroyed. As such, threats are equated with 
  the barking of a rabid dog and promises as nothing of 
  import. He does not deign to answer either. 
   
  History: Vathres runs on the outside of his society, 
  an important part of his house, but as far from it as he can 
  get without being labeled a renegade. He is working 
  towards becoming powerful enough to become a consort, 
  but does not realize that he does not yet have the social 
  graces or positioning that would make him eligible. He 
  has spent his life hunting escaped slaves and renegade 
  drow, and protecting the borders of his House. He is as 
  happy as any drow can be. 
   
  What He Knows: Vathres knows that his people are 
  answering Lolth’s call. They are her vanguard in the 
  coming war to subjugate the surface lands. These two 
  facts are all he is likely to divulge. What he knows that he 
  is unlikely to divulge to the PCs is that there are more 
  troops arriving within the next two moons, and that four 
  hunting parties roam the hills. He also knows the 
  disposition of the gate guards and the troops remaining in 
  the stronghold, but lies about these giving greater 
  numbers than are real, and hinting at spiders guarding 
  every tunnel and passageway. If pressed particularly hard, 
  he suggests that there are spiders being bred in the 
  stronghold as mounts and hounds for the battle to come, 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 8 
  and that they will defend their territory fiercely; this is 
  also a lie. If challenged on any of his lies, he lapses into 
  silence, a scornful smile curling his lips. He does not 
  become hysterical, but merely resorts to praise of Lolth 
  and her forces (but not the real forces in the area). 
   
  AMASKIIR NAKIIR−SNOW ELF BARD  
  This handsome, silver-haired elf is wounded and 
  weary. His pale grey eyes regard you carefully from 
  an alabaster-skinned face. 
   
  NG male snow elf bard (varies with level) 
   
  Attitude: If rescued, helpful (PH 72); otherwise 
  unfriendly. 
   
  Possessions: Player Handout 1. 
   
  Personality: Being a bard, Amaskiir is somewhat 
  more open than other snow elves. He is still wary of other 
  races, however, and does not make friends easily. While 
  he can charm a crowd, and seems to be quite friendly, 
  there is a level of reserve underlying his seemingly 
  gregarious nature, that can occasionally be seen in his 
  personal dealings with others.  
   
  History: Amaskiir has been encouraged to see some 
  of the world – not that he needed much encouragement. 
  His dealings with the dragon lyrists, have made him 
  curious about the world outside, and he longs to find a 
  dragon (preferably gold or silver) that will talk to him.  
   
  What He Knows: Amaskiir knows that the drow 
  have been more active in the Crystalmists, and that he 
  was sent to meet with the rulers of Sterich to find out 
  what they knew. (Another fact he does not share with 
  PCs.) He also knows the answers to the following 
  questions: 
   
  Who are you? Amaskiir Nakiir – a bard. 
   
  Why do you smell so bad? That drow threw bile 
  droppings on me; was supposed to slow me down but I 
  haven’t been able to bathe for so long that it didn’t bother 
  me. I don’t suppose you have some soap I could borrow?
   
  Why are you here? “I escaped from the drow. They 
  captured me a week ago.” 
   
  No, why are you really here? “Oh, you mean what 
  brought me to this place? I was hoping to travel to Istivin. 
  It’s quite a large city, you know. A bard would do well 
  there – and I haven’t been there before. Drow caught me 
  on the way there.” 
   
  Where is the drow base? “In the old frost giants’ 
  stronghold. You know, the one they tried controlling this 
  area from years ago.” 
   
  How many drow are there? “Not as many as I 
  feared. I thought there would be too many for me to be 
  able to escape, but I had to try; Kaliir…” he grows silent 
  and tears form in his eyes. “There are about twenty 
  different guards that I saw, and the wizard… and then 
  there’s the priestess,” he shudders and his eyes grow wide 
  with alarm. “Kaliir! Can you save her? The priestess will 
  sacrifice her soon.” 
   
  Kaliir? “My sister; another bard. We travel together 
  sometimes. Sing in duet,” his eyes fill with tears again. 
  “The drow will sacrifice her for sure. Too much talent to 
  avoid the grasp of Lolth,” tears spill over and his voice 
  cracks into a sob. “P… please, can you save her?” 
   
  How do we get into the stronghold? “You could 
  try getting past the front gate, but that’s not a good idea. 
  Guards, you know? I came out a side tunnel from a 
  disused part of the fortress.  
   
  Can you show us where? “I can’t. I can’t go back, 
  couldn’t remember the way if I tried. All I remember is 
  running down the mountain with that, that monster 
  behind me, always behind me…” Amaskiir folds his arms 
  around his knees and draws them in tightly against his 
  chest. “I can’t go back,” he whispers, his eyes wide and 
  unfocussed. “Not even for Kaliir,” he wails, and he buries 
  his head into his knees and collapses into hoarse, 
  wracking sobs. 
   
  Can you draw us a map/describe it? “I told you; I 
  can’t remember,” Amaskiir hesitates. “No, I can 
  remember that it’s about a twenty feet from the main 
  entrance under an overhang. I could hear them talking. 
  They hadn’t been alerted yet. They were discussing a 
  ceremony that was to be held … I think th..that’s when 
  they’ll take K… Kaliir…” there are tears this time, but his 
  grief is silent as he looks directly at you. “Please tell me 
  you will try to save her…” he whispers. 
   
  How far away is it? “I don’t know. Not far. It was 
  night when I left the tunnel, and the moon was up when 
  I came out from under the overhang.” (NOTE: From this 
  PCs should be able to deduce with a DC 12 Survival 
  check that he wasn’t running for long, since, the moon 
  was up, and he ran across them before midnight; using a 
  DC 12 Heal check to examine Amaskiir reveals that his 
  physical condition would not have allowed him to run for 
  long – maybe an hour, but not much longer.) 
   
  How many guards at the entrance? Amaskiir’s 
  eyes widen: “You’re not thinking of going there?” he asks. 
  “They’ll be behind closed doors, completely in cover as 
  they fire – and one of them will ring the alarm! And … 
  and I’m sure there’s a trap. I doubt they’d have had time to 
  do much about my tunnel though… Try to find it, I beg 
  you.” 
   
  Do you know what the drow are doing? “I’m not 
  sure. They’re pretty busy, though. There’s not many in the 
  fortress at the moment, but I get the feeling that they’re 
  coming from a bigger base somewhere underground. The 
  way things are at the fortress, it feels like they’re still 
  setting up. And then there’re the raiding parties; they 
  come and go all the time. Dump the prisoners in the 
  cells… and leave us. The wizard wanted to see me the 
  most. Always questions about my family; where is 
  Thamior or Tharivol who slew the dragon. As if I’d know; 
  that dragon is the reason that my family is spread across 
  the Flanaess. It had a mate, and she’s been hunting us for 
  years. 
   
  The dragon’s name? Xarsentriskix – old when my 
  ancestor slew her mate and destroyed her clutch. Older 
  now. Her mate’s name was Traskeven, far easier to 
  pronounce. 
   
  What does a dragon have to do with the drow? 
  Nothing as far as I know. I think it might have been some 
  private research. 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 9 
   
  What was the wizard’s name? Vlon something or 
  other. You’d think I’d remember, but all I can remember 
  is his face. 
   
  What can you tell us about the priestess? Her 
  name is Shalith Godeep – a noble of some kind. Probably 
  sent to the surface to stop her rising to power. Nasty piece 
  of work. She argued with Vlon about my sister’s fate. 
  Seems the wizard has other plans for us Nakiirs, wanted 
  to sacrifice some other elf instead, but the priestess had 
  plans for that one and won the argument for taking my 
  sister instead,” He shudders. “The wizard’s next visit 
  was… worse…” 
   
  Where are they holding your sister? “Last I know 
  she was in the cells with the others. They may have 
  moved her for the lead-up to the ceremony. 
   
  Are there any other prisoners? “A few. I can’t say 
  how many. We were kept apart. There was some sort of 
  magical silence that worked in the corridor when the 
  guards weren’t about. Worked to stop sound traveling – 
  other times our voices brought a guard… And sometimes 
  we could hear things… but we didn’t dare try to speak to 
  each other. The guards would have heard us if we’d try to 
  talk over the sound of the beast and the screams. 
   
  Beast? Yes, I’m sure there was a beast further down 
  the corridor – past the guards. Sounded big, whatever it 
  was. They fed it a prisoner once. Sounded like it ate him 
  alive. 
   
  What can you tell us about the complex? Not a 
  lot. I took the tunnel out and avoided the rest – and they 
  never took us further than the interrogation room. From 
  the end of my side tunnel, it’s right to go up to the guard 
  post at the surface gate, and left to go down to the 
  complex proper. The guard post is the only room into that 
  corridor, and through that is the way into the cells and 
  out to where the wizard and the priestess are, and, I think, 
  down to the beast.  
   
  When did you have time to write the note? I 
  thought if I were killed, then someone might be able to 
  backtrack my trail and maybe rescue the others. I wrote 
  down what I remembered when I got to the surface – 
  before I left the overhang. Almost cost me my life. The 
  hunter wasn’t far behind. 
   
  Why did you leave the other prisoners behind? I 
  didn’t have the keys to their cells. Couldn’t find them. I 
  tried some of the doors as I passed, but there were spiders 
  all over them and I couldn’t risk getting bitten. 
   
  How did you get out/Why wasn’t your door 
  locked? Why didn’t the spiders bother you? “The 
  wizard,” a slight smile touches Amaskiir’s lips. “I’d taken 
  to trying for a swift death. Yesterday I goaded him so 
  badly, that he left in a temper and pulled the door shut 
  behind him. He was trying to hold his temper so he 
  rushed it and didn’t notice that something stopped it 
  from closing properly behind him. Said something about, 
  “If you weren’t sold already…” I don’t know what he 
  meant by that, but I knew I had to take the chance he’d 
  given. Always was a bit of an interval between him and 
  the guards. Can’t work out why. As to the spiders; they 
  only seem to affect the outside of the doors” 
   
  How long between the wizards and the guards? 
  “Hard to say. Usually enough time to catch some sleep, or 
  start to worry about what was really happening. Tried to 
  time it by song once, but couldn’t get through it – too 
  many memories…” his voice catches and he stops, 
  drawing in a sharp breath as he starts to tremble. 
   
  Where were the guards? They were there. I slipped 
  past two when they went into a cell to do something with 
  a prisoner, and was fortunate enough to hear the guard 
  commander being summoned to the priestess’s quarters 
  to discuss arrangements for the ceremony. Got past him 
  and the two in the guard room, when he was giving them 
  instructions as to what to do while he was gone. Desks 
  hide a multiple of sins. 
   
  What about the ceremony? Amaskiir’s face clouds 
  again: “I don’t know. It’s soon. Not tonight; the drow I 
  overheard at the gate seemed to think it would happen in 
  a couple of days. Maybe tomorrow,” he grows agitated 
  again. “You have to get Kaliir out before tomorrow night!” 
   
  What sort of monsters/guardian creatures can 
  we expect? ”You mean beyond the drow? I didn’t see 
  anything else. As I said, there’s something big out past the 
  guard house – but I don’t think it ever gets let out. There 
  are also probably spiders. They are drow after all, and 
  House Godeep drow at that.” 
   
  House Godeep? “Yes, one of the nine houses in the 
  Vault – spider-breeding specialists, if I recall correctly.” 
   
  DEVELOPMENT 
  Note that, although the battle has interrupted the 
  characters’ rest period, characters can still gain eight 
  hours rest if they don’t get up at dawn. Amaskiir remains 
  compatose through to the eight-hour point, and 
  encourages PCs to rest until they are able to prepare 
  spells. He is insistent that they don’t face the drow 
  unprepared or in a weakened (for example, spell-less or 
  wounded). As anxious as he is about his sister, he knows 
  no one will save her if they, too, are captured, and can 
  bear waiting an extra day, although it makes him anxious 
  to do so. He does regain some of his spells and bardic 
  abilities over night, but refuses to re-enter the stronghold. 
  He will wait for the PCs for two nights after they rescue 
  him, and no longer, before he tries to walk out of the 
  mountains. 
   
  Once the PCs have learned what they can from 
  Amaskiir, and have made their preparations, find out 
  what they intend to do. 
   
  If they decide to find Amaskiir’s escape route, go to 
  Encounter 2B. If they decide to try and enter the drow 
  fortress through the front gates in spite of what they have 
  been told, go to Encounter 2A. 
   
  2A: THE FRONT GATE 
  The PCs have been warned against approaching the front 
  gate, and given an alternative (and much safer) route. 
  Amaskiir warns repeatedly against this approach, 
  becoming distressed about his sister’s fate and the folly of 
  trying to get in through the front gate. If, after his 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 10 
  insistence, the PCs attempt this route read the following: 
   
  The main entry to the drow fortress isn’t difficult to 
  find. A road some 20 feet across has been carved out 
  of the countryside and paved with a dark-colored 
  rock not seen in the mountains about here. The 
  carcasses of several humans, two drow, three elves, 
  and a bugbear are staked at random points along the 
  road – obviously as a warning or punishment of 
  some kind. 
   
  Where the road meets the mountain, there are 
  two giant-sized doors, made of stone, and reinforced 
  with what might be adamantine bands. On either 
  side of these doors are a series of arrow slits. Some 
  are 20 feet off the ground, but others can be seen at 
  ground level. 
   
  Sitting on ledges 15 feet above the ground are at 
  least a dozen huge spiders. Crouched beneath them 
  on the ground, amidst web-shrouded shrubs are 
  more. There is a swathe of clear ground surrounding 
  the spider-infested area, which is bounded by a stone 
  wall some two feet wide and four feet tall.-A similar 
  stone wall bounds the last 30 feet of road leading to 
  the gates. 
   
  In addition to this, you have no way of knowing 
  how many drow might be waiting beyond the arrow 
  slits. 
   
  If PCs persist in attempting to enter through the front 
  gate, proceed to Encounter 3. 
   
  2B:  AMASKIIR’S ESCAPE 
  ROUTE 
  Read the following, depending on PC actions prior to 
  setting out: 
   
  After seeing that Amaskiir is well-hidden, and 
  making relevant preparations, you set about finding 
  the entrance of which he spoke. 
   
  PCs can follow the trail left by Amaskiir’s flight and 
  Vathres pursuit if the succeed on a DC 15 Survival check 
  (provided they have the Track feat). Otherwise, they need 
  to look for the cliff he spoke of and then search for the 
  entrance (DC 10 Search check). Once they have found 
  the entrance, read the following: 
   
  If Amaskiir had not told you that this led to the 
  drow below, you wouldn’t have known it. This 
  tunnel seems to have been created by natural 
  weathering of the rock. Within, the air loses some of 
  the outside chill and takes on the scent of enclosing 
  earth and hard clean rock.  
   
  There is nothing yet stationed in this tunnel, the drow are 
  relying on Vathres to bring back Amaskiir, and have 
  already dealt with those guards who were on duty when 
  the snow elf escaped. There have been no intruders in the 
  surrounding area to bring them to acknowledge the need 
  to redistribute the guard spiders to cover this area as well. 
  Go to Encounter 4. 
   
  3A: THE FRONT GATE 
  In this encounter, PCs have chosen to enter the drow 
  fortress via the front gate. 
   
  Suggested Miniatures: APL 2—4 spiders of Lolth 
  (Underdark), 2 drow arcane guards (Underdark); APL 4 
  (EL 8): 4 spiders of Lolth (Underdark), 3 drow arcane 
  guards (Underdark); APL 6—4 swarms of spiders 
  (Underdark), 3 drow arcane guards (Underdark); APL 8—4 
  swarms of spiders (Underdark), 4 drow arcane guards 
  (Underdark). 
   
  Once the PCs are within 50 feet of the spiders, 
  combat begins as the creatures obey a drow command to 
  ‘web’, and each attempts to web the PC nearest them. 
   
  APL 2 (EL 6) 
   
  �Medium Dungeonbred Monstrous Spiders (4): 
  hp 22 each; Appendix 1. 
   
  �Drow Warriors (2): hp 4; MM 102. 
   
  APL 4 (EL 8) 
   
  �Medium Dungeonbred Advanced Monstrous 
  Spiders (4): hp 32 each; Appendix 1. 
   
  �Drow Fighter 1 (4): hp 15; Appendix 1. 
   
  APL 6 (EL 10) 
   
  �Large Dungeonbred Monstrous Spiders (4): hp 
  75 each; Appendix 1. 
   
  �Drow Fighter 1 (4): hp 25; Appendix 1. 
   
  APL 8 (EL 12) 
   
  �Large Dungeonbred Monstrous Spiders (4): hp 
  95 each, Appendix 1. 
   
  �Drow Fighter 5 (4): hp 35; Appendix 1. 
   
  Tactics: The drow direct the spiders to use their web 
  ability wherever possible in an attempt to capture as 
  many of the intruders alive as possible. The spiders 
  continue this tactic until they are engaged in melee 
  combat, with the spiders on the wall, changing places 
  with, or joining, the spiders on the ground once their 
  web ability is exhausted (if the ground spiders still have 
  web attempts remaining, they will use a full-round action 
  to withdraw and climb the wall before attempting to web 
  the PCs. The drow provide ‘fire support’ for the spiders 
  using poisoned crossbow bolts from behind the safety of 
  the arrow slits. They do not come out to engage the PCs. 
  If all the spiders are defeated, the drow wait until as many 
  of the surviving PCs as are going to, are gathered in front 
  of the gate on top of the pit trap, then pull the lever, 
  dumping the PCs down the owlbear feeding chute. 
   
  FEEDING CHUTE 
  Some enterprising PCs might realize that this chute 
  
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  offers an alternative way into the fortress. If they choose 
  to take the chute, the drow are bemused by their decision, 
  but do nothing to stop them. Go directly to Combat 
  Encounter 7B: Feeding Time.  
   
  �Feeding Chute Trap: CR 1; mechanical; 
  manual/location trigger; manual/automatic reset; Reflex 
  DC 22 avoids; 10 feet deep (1d6 points of falling damage); 
  Search DC 22; Disable Device DC 22. 
   
  TERRAIN 
  The road and non-webbed areas in front of the giant gates 
  are open terrain, but the wall is hindering terrain that 
  requires two move actions to cross – one to climb onto it, 
  and the other to climb off it. The drow fighters behind 
  the arrow slits have full cover. The spiders in the webbed 
  undergrowth have cover (+4 to AC, +2 on Reflex saves), 
  and the spiders on the wall ledges are on higher ground 
  (+1 on melee attacks against creatures below them). 
   
  �Ironbound Stone Doors to the Fortress: 6 in. 
  thick; hardness 10; hp 180; AC 5; Break DC 30; Open 
  Lock DC 30. 
   
  DEVELOPMENT 
  If the drow defeat the PCs, they stabilize any PC that still 
  survives and take them underground. This earns the PCs 
  the Captured by the Drow AR reward. If the spiders are 
  defeated the PCs are still left with the problem of how to 
  enter the complex. The arrow slits are less than a foot 
  wide and the gates are locked and barred from within, 
  and the drow are waiting to trigger the pit trap that lies 
  directly before the gates. If they already done so, they 
  leave it open as an extra hindrance.  
   
  Until the trap is closed, the PCs can’t bring any 
  strength on the gate, or reach its lock without the ability 
  to fly or hover above the open space. Once inside they 
  still have to defeat the drow fighters. If they take longer 
  than 10 rounds to clear the drow guards from this area, 
  they must also deal with the drow fighters from Areas 5-6 
  (the prison cells and guard room) below. 
   
  Once all foes have been defeated, the PCs are able to 
  proceed. If they have not had to fight the guards from 
  Area 5, proceed to Encounter 3C: Reinforcements. If they 
  faced the guards from Area 5, PCs are free to proceed to 
  explore the complex, proceed to Encounter 4. 
   
  Treasure: Refer to the Treasure Summary to 
  determine what the PCs find here. 
   
  3B: PURSUIT 
  In this encounter, PCs have chosen to enter the drow 
  fortress via the front gate but have been beaten back. As 
  they flee, several spiders chase them. 
   
  Suggested Miniatures: APL 2—4 spiders of Lolth 
  (Underdark); APL 4—4 spiders of Lolth (Underdark); APL 
  6—3 swarms of spiders of Lolth (Underdark); APL 8—4 
  swarms of spiders (Underdark). 
   
  APL 2 (EL 4) 
   
  �Medium Dungeonbred Monstrous Spiders (2): 
  hp 22 each; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Medium Dungeonbred Advanced Monstrous 
  Spiders (4): hp 32 each; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Large Dungeonbred Monstrous Spiders (3): hp 
  75 each; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Large Dungeonbred Monstrous Spiders (4): hp 
  95 each; Appendix 1. 
   
  Tactics: The spiders use their web ability wherever 
  possible in an attempt to capture as many of the intruders 
  alive as possible. The spiders continue the web tactic until 
  they are engaged in melee combat, with the spiders on 
  the wall, changing places with, or joining, the spiders on 
  the ground once their web ability is exhausted (if the 
  ground spiders still have web attempts remaining, they 
  use a full-round action to withdraw and climb the wall 
  before attempting to web the PCs.  
   
  The drow (Encounter 3B) provide ‘fire support’ for 
  the spiders using poisoned crossbow bolts from behind 
  the safety of the arrow slits. They do not come out to 
  engage the PCs. If all the spiders are defeated, the drow 
  wait until as many of the surviving PCs as are going to, 
  are gathered in front of the gate on top of the pit trap, 
  then pull the lever, dumping the PCs down the owlbear 
  feeding chute. 
   
  Terrain: The spiders catch up to the PCs on a gradual 
  slope covered in light undergrowth. Foes on the uphill 
  side gain a +1 bonus to attack rolls due to higher ground. 
  Each square costs 2 squares of movement to move into 
  and provides concealment (20%). The DC of Tumble and 
  Move Silently checks is increased by 2 as leaves and 
  branches get in the way. 
   
  DEVELOPMENT 
  If the spiders defeat the PCs, they wrap them in webbing 
  and take them back to their lairs outside the front gate. 
  Being wrapped in web stabilizes any unconscious PCs. 
  The spiders have been trained to bring their food back to 
  their webs and eat it there. They are not ‘fetching’ the 
  PCs, but the effect is the same, since the drow guards take 
  the PCs’ bodies from the spiders. Any PC surviving at this 
  point, earns the AR reward ‘Captured by the Drow’ 
   
  If the PCs defeat the spiders, they are free to return 
  to the secret entrance Amaskiir told them about, or to 
  retreat and recuperate. If this is the first day after they 
  encountered Amaskiir, they have one more night before 
  the ceremony and can do this without penalty. If this is 
  the second day after they encountered Amaskiir, Kaliir is 
  sacrificed that night. 
   
  
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  3C: REINFORCEMENTS 
  In this encounter, PCs have met the reinforcements on 
  the way to ease troubles at the gate. The guards have 
  orders to defend the stronghold from intruders at all 
  costs. They do their best to down the PCs, only worrying 
  about stabilization when the threat is dealt with.  
   
  Suggested Miniatures: APL 2—2 Lolth’s sting 
  (Underdark); APLs 4-8—4 Lolth’s sting (Underdark). 
   
  APL 2 (EL 2) 
   
  �Drow Guard (2): male drow warrior 1; hp 4 each; 
  MM 103. 
   
  APL 4 (EL 4) 
   
  �Drow Guard (4): male drow warrior 1; hp 4 each, 
  MM 103. 
   
  APL 6 (EL 4) 
   
  �Drow Guard (4): male drow warrior 1; hp 4 each, 
  MM 103. 
   
  APL 8 (EL 8) 
   
  �Drow Guard (4): male drow fighter 1; hp 20 each; 
  Appendix 1. 
   
  Tactics: The drow attempt to deal with the intruders as 
  expediently as possible, showing no mercy. They dare not 
  fail – and survive. 
   
  DEVELOPMENT 
  If the soldiers defeat the PCs, they stabilize any survivors 
  and take all PCs back to Area 6. Any PC surviving at this 
  point, (who is unrescued by the end of the adventure), 
  earns the AR item ‘Captured by the Drow’ 
   
  If the PCs defeat the soldiers, they are free to 
  continue down the tunnel, or retreat and recuperate back 
  at their campsite. If this is the first day after they 
  encountered Amaskiir, they have one more night before 
  the ceremony, and can do this without penalty. If this is 
  the second day after they encountered Amaskiir, Kaliir 
  will be sacrificed that night. 
   
  If they decide to continue further into the drow 
  stronghold, go to Encounter 4. 
   
  Treasure: As well as their normal equipment, the 
  drow each wear a ring bearing a platinum crossbow bolt 
  symbol. Refer to the Treasure Summary for details of 
  what the PCs find here. 
   
  4: THE JUNCTION 
  Eventually you arrive at a junction where the tunnel 
  widens into an elongated chamber running north-
  south. The tunnel is huge, around 100 ft, long, and 
  tapers at both ends.  
   
  The fungal luminescence that Amaskiir noted is 
  indeed 
  helpful, 
  giving 
  shadowy 
  illumination 
  throughout the area. There are three exits from this 
  room. 
   
  When the PCs investigate the exits in more detail, read 
  the following: 
   
  One is an open tunnel leading to the north, one is a 
  door in the southern end of the cavern, and one is a 
  tunnel at the northern end of the eastern wall. There 
  used to be six exits, but three, on the eastern side of 
  the cavern, are filled with well-settled rubble. 
   
  If PCs succeed on a DC 20 Search check along the 
  western wall, they find the secret door leading to Vlon’s 
  map room (Encounter 15). 
   
  A DC 12 Knowledge (architecture & engineering) 
  check reveals that the two rubble-filled entrances are 
  solidly blocked and won’t be able to be cleared without a 
  team of mining experts. 
   
  THE SOUTH DOOR 
  If the PCs approach and open the door quietly (opposed 
  Move Silently checks to the guards’ - or Captain Milaun’s, 
  Listen checks), they might be able to surprise take the 
  guards. There are between two and four guards on duty 
  here. Go to Encounter 5 when PCs open this door. 
   
  THE SECRET DOOR 
  If the PCs approach and open the door quietly (opposed 
  Move Silently check to Vlon’s Listen check), they are able 
  to surprise Vlon at his studies. Go to Encounter 15, when 
  PCs finally open this door. 
   
  THE NORTHERN TUNNEL 
  The northern tunnel leads to the front gate. PCs need to 
  succeed at an opposed Move Silently check to avoid 
  being heard by the gate guards. If they are heard, the 
  guards gain surprise on them, and ring the alarm. It still 
  takes the guards in Area 5, 10 rounds to arrive. Attacking 
  the front gate in this way means that the spiders do not 
  become involved in the combat. Use the guards’ combat 
  statistics from Encounter 3 (i). Go to Encounter 3A (i) and 
  modify it to suit the PCs’ actions, should they choose this 
  course of action. 
   
  THE NORTH−EASTERN TUNNEL 
  PCs following this tunnel find themselves out on the 
  open mountain. This is the route Amaskiir used to escape; 
  go to Encounter 3B. 
   
  5: CHECK POINT CHARLIE 
  Check the situational descriptions below (No Alarm 
  Raised; Alarm Raised, No Reinforcements; and Alarm 
  Raised, Reinforcements Encountered) and modify this 
  encounter accordingly. Read the following: 
   
  This area is an office. There are desks around the 
  edges, with drow seated behind. More drow stand in 
  
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  the open space in the center of the room. The seated 
  drow are using some sort of hollow bone as a quill. 
  Those quills are raised above pale yellow parchment 
  as the owners turn, distracted, from their tasks. 
   
  Determine the results of the PCs’ opposed Move Silently 
  check in Encounter 4 and use the relevant section below. 
   
  NO ALARM RAISED 
  PCs do not encounter guard captain, Valarral Myraun; he 
  is currently assisting Shalith in preparing Kaliir for the 
  ceremony. He is watching the priestess’s back in Area 9. 
   
  ALARM RAISED, NO REINFORCEMENTS 
  Use this section if the gate guards have raised the alarm 
  but the reinforcements have not been encountered. 
   
  PCs do not encounter guard captain, Valarral 
  Myraun; he is currently assisting Shalith in preparing 
  Kaliir for the ceremony. He is watching the priestess’s 
  back an in Area 9. If the guards do not report to him 
  within 10 rounds, he goes to the checkpoint, joining the 
  fray when he arrives. Use the stats for Myraun found in 
  Encounter 9. 
   
  ALARM RAISED, REINFORCEMENTS 
  ENCOUNTERED 
  Use this section if the gate guards have raised the alarm 
  and the reinforcements have been encountered. 
   
  PCs face Captain Myraun and a couple of acolytes, 
  who have taken up station here so that Shalith can 
  complete her preparations. Use the stats for Myraun and 
  two of the acolytes found in Encounter 9. 
   
  6: PRISON WARD 
  The soft glow of luminescent fungi provides some 
  light in this corridor. There is a door immediately to 
  your right, and another to your immediate left. 
  There is another door further down on the right, and 
  one more directly ahead of you. After that, the 
  corridor bends left.  
   
  Each door has a single 1-foot square opening at 
  drow face height, filled in by a delicate lacework of 
  web. For some reason it is intact, unharmed by those 
  who might lie behind the doors.  
   
  When the PCs enter the area, read the following:  
   
  As you enter, you notice that this place is 
  completely, and totally, devoid of noise. Not a single 
  piece of sound is heard here – not even the sound of 
  your own breathing. 
   
  Once they have entered the cells, PCs are able to get to 
  the prisoners. PCs automatically notice that there is no 
  silence effect in the cells – only in the corridor. 
   
  SILENCE 
  The area is under the effect of a silence spell recently cast 
  by Shallith from her last remaining scroll. Using detect 
  magic reveals that the whole area is under the effect of 
  faint illusion magic. A successful DC 22 Spellcraft check 
  identifies the effect. This effect was cast from a 10th-level 
  scroll and lasts for 1 more minute after the PCs arrive. 
   
  THE DOORS 
  PCs must make DC 20 Spot checks to notice that a light 
  film of webs covers the door frames. There are no spiders, 
  however, on this side of the doors; they lurk within to 
  discourage the prisoners from escaping.  
   
  There are two spiders on each door, bar the last, 
  which has only one. One spider is lurking at the window; 
  the other is in the lock. Both come out as soon as their 
  web is disturbed and attack any humanoid not wearing 
  the platinum crossbow symbol of House Godeep.  
   
  All APLs (EL 1 or 2) 
   
  �Tiny Monstrous Spiders (2): hp 2 each; MM 288. 
   
  Any flame set to the web destroys them. The spiders do 
  not, under any circumstances, leave the door, unless it is 
  to scatter and flee until the intruders have gone – 
  whereupon they return; they are an example of House 
  Godeep’s trade in specialized spiders. 
   
  �Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 18; doors open inwards with hinges on the 
  outside of the cells. 
   
  CELL 1 
  Your light picks out the huddled form of a tall, lanky 
  human wearing the remains of tattered robes. He 
  flinches, hiding his face from the light, as you 
  approach. 
   
  Jareth has not been here long, but he has been here long 
  enough to need some minutes for his eyes to adjust to the 
  light. He does not speak of his time here, and only says 
  that the drow who spoke to him (he won’t call it torture) 
  seemed interested in dragons and magic; he does not 
  know why the priestess is here, but can’t imagine it’s for 
  the same reason. 
   
  �Jareth Coldbringer: a male human wizard 1 
  whose studies of dragons and magic drew Vlon’s 
  attention; current hp 1. 
   
  CELL 2 
  An elf, with pitch-black hair and wearing what looks 
  like the remains of hand-sewn animal skins, is here. 
  The points of his ears have been shorn off and one 
  hand lies in ruin on his lap. A tiny green harp is 
  tattooed on one cheek, and a tiny green bow on the 
  other. He shows no sign of responding to either the 
  light, or your presence. 
   
  
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  Page 14 
  This is Astaran the Wild. He is a member of a small unit 
  of ranger/bards in his homeland in the Dim Forest. A DC 
  20 bardic knowledge check reveals that the tattoos 
  indicate membership to this unit and their devotion to 
  elven melodies as well as to guarding their homes. Until 
  Vlon’s interference, Astaran didn’t know he was of 
  draconic descent, but the drow has traced his bloodlines 
  and is certain that Astaran is descended from some gold 
  dragon the elf has never heard of. He used to be a warrior 
  with a little arcane and musical gifting, but he will 
  probably never hold an axe or sword again, and will 
  certainly lose the use of a bow without magical 
  restoration. It is, however, the fact that the music seems 
  to have deserted him that distresses him the most. He 
  says none of this to the PCs and responds to them only 
  listlessly, doing as he is told while the rest of his mind 
  continues to hide in the tiny corner of his brain in which 
  it has found refuge. He is of no assistance to anyone until 
  his recovers from his ordeal. 
   
  �Astaran Vanmach: male wild elf sorcerer 
  1/ranger 1/bard 1; current hp 4. 
   
  CELL 3 
  There is a dwarf in this cell. He, too, fails to respond 
  to the light, although he turns his head to the sound 
  of you moving into his cell. As you draw closer, you 
  can see the tight-wrapped folds of webbing that bind 
  his eyes tightly shut. “No more,” she whispers. “No 
  more.” 
   
  This is Auldhild Daranil, a talented smith. She was 
  traveling south to fulfill a commission, when the drow 
  captured her. The other members of her caravan were 
  taken away days ago, and she is the only one left. Once 
  she is assured that the PCs are not drow, she grabs onto 
  the nearest speaker. “Get me out of here,” she says, her 
  voice fierce. If PCs state that they have to find Kaliir, she 
  frowns; she knows of no-one by that name and has not 
  seen any snow elves, or anyone else in the complex. A DC 
  20 Diplomacy check convinces her to stay in the cell until 
  the PCs return from exploring deeper into the complex, 
  although what might happen to her (and the others) 
  should the PCs be caught troubles her greatly, and she 
  tries to get them to take her back to their base camp, or, at 
  the least, to the way they came in: “I can try to find my 
  own way out then. Take my own chances.”  
   
  �Auldhil Daranil: female dwarf expert (smith) 2; 
  current hp 5. 
   
  CELL 4 
  There is a gray elf here. A light fuzz of pale gold 
  covers her head, as though her hair has been cropped 
  short, and she wears what remains of silk trousers 
  and blouse. As you look at her, she turns violet eyes 
  to you and a small smile tugs at the corners of her 
  mouth. Tears well up in her eyes, but whether it is 
  because of your presence, or the brightness of the 
  light you carry, you cannot say. 
   
  This is Xanaphia Galanodel, a cleric of Corellan Larethian 
  whose interest in dragons drew Vlon’s attention (and has 
  thus far kept her alive). If it hadn’t been for the fact that 
  Kaliir was so talented, it might be her being given to 
  Lolth 
  in 
  the 
  ceremony 
  tonight. 
  She 
  shudders 
  acknowledging it is also possible that she is destined for a 
  greater ceremony in the drow city below. Xanaphia shies 
  from any touch, scrambling to her feet if anyone goes to 
  help her, and uttering the words: “Do not touch me; I will 
  follow” if PCs insist on trying to lead her. Xanaphia 
  knows that Kaliir was kept in cell 5, but that she saw the 
  snow elf being taken out of the cells not long ago – before 
  the alarm bells rang, though (if this is relevant). She is 
  unwilling to stay in her cell while the PCs go deeper into 
  the complex, but begs them to at least take her to either 
  the way they came in or to their camp. She is so afraid of 
  what will happen to her, should the PCs fail in their 
  mission that it requires a DC 30 Diplomacy check to 
  convince her to remain in her cell. She insists that she 
  will lead the others out – if the PCs will only describe the 
  way. 
   
  �Xanaphia Galanodel: female grey elf cleric 3 
  (Corell0n Larethian); current hp 2 
   
  CELL 5 
  Empty. 
   
  DEVELOPMENT 
  The PCs have a tough decision to make. None of the 
  prisoners want to stay in their cells, but time is short (as 
  Xanaphia confirms). They can either convince, or force, 
  them to stay, have them tag along, lead them back to their 
  camp, or lead them back to the tunnel in the north east of 
  area 4B and give them directions to the camp. The 
  consequences of each decision are as follows: 
   
  Forcing the prisoners to stay in their cells: This 
  prisoners are still here when the PCs make their way out. 
  If the PCs do not collect the prisoners, they are not 
  rescued. 
   
  Have the prisoner tag along: This results in the 
  prisoners following the PCs through the complex and 
  hanging back at the entrance to each area until it is safe. 
  None of the prisoners have any abilities that can help the 
  PCs, and all of them are severely traumatized, if not still 
  severely injured. 
   
  Leading the prisoners back to camp: This is the 
  most ideal solution for the prisoners. If they have not 
  cleared out the drow from the front gate, the PCs are able 
  to take the prisoners back through Amaskiir’s escape 
  tunnel, and back to camp. Amaskiir is happy that some of 
  the prisoners have been freed, but not that Kaliir isn’t 
  among them, and begs the PCs not to wait any longer – a 
  plea that is backed up by Xanaphia’s assurance that Kaliir 
  will be sacrificed to Lolth that night. If the PCs return 
  immediately, they encounter no one – Myraun is 
  occupied with the preparations for the ceremony and 
  relies on his guards to alert him to any trouble. (Not that 
  
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  Page 15 
  he expects there to be trouble in this isolated part of the 
  mountains.) The guards at the gate are not due to change 
  until dusk, and so the devastation in the guardroom goes 
  undiscovered for another four hours – at which point 
  Myraun goes to check on things. If the PCs take four 
  hours or more, the prisoners’ escape is discovered, and 
  the guards (but not the spiders) from the front gate are 
  put into the guardroom. 
   
  Taking the prisoners to Amaskiir’s escape 
  tunnel, and giving them directions: The prisoners are 
  able to follow the tunnel to the surface and find their way 
  to the camp – or to Amaskiir, who sees them coming, 
  since he is watching for the PCs.  
   
  7A: THE ANTECHAMBER 
  This medium-sized room is completely empty. A 
  passageway leads off to the south and another 
  passage leads to the west. 
   
  A DC 19 or better Listen check at the opening to the 
  tunnel leading south, reveals the sound of something big 
  and heavy moving restlessly somewhere down the 
  tunnel. The sound is slightly muffled (If the PCs ask: a 
  door’s could be in the way.) 
   
  A DC 6 Listen check at the opening to the tunnel 
  leading west, reveals the sound of people talking – in 
  Elven laced with an Undercommon accent, and of 
  someone crying softly in the background. If the check 
  succeeds by 10 or more read the following:  
   
  You can hear someone, a female someone, sobbing 
  quietly, and two other voices, male and female, 
  exchanging views on whether or not the briarweb 
  gown is too much or if the spider bracelets should be 
  worn on their own. In the end it is decided that the 
  gown will help heighten anticipation in the 
  ceremony. A woman’s voice snaps a command to 
  ‘fetch it’, and the sound of hurried movement 
  indicates that she is being obeyed. A male voice 
  reiterates that someone should hurry, the priestess 
  has given an order. 
   
  PCs cannot see anything from the doorway to Area 8. To 
  see what is going on in Area 9, they need to cross to the 
  door to that area. They do observe that Area 8 is empty. 
   
  HEADING SOUTH 
  Go to Area 7B: Feeding Time. 
   
  GOING WEST  
  If the go west, they enter Area 8. 
   
  7B: FEEDING TIME 
  The PCs discover that the tunnel turns to the left and 
  ends in a solid stone door. The door is locked but an 
  observation hatch set at drow head height, enables PCs to 
  look inside and observe the owlbear prowling restlessly 
  within. So far, the creature has grown used to the drow 
  showing it a prisoner at the door, and then dropping 
  another prisoner down through the chute and letting it 
  begin to feed, before they put the second prisoner 
  through the door.  
   
  Suggested Miniatures: 1 owlbear rager (Bloodwar). 
   
  PCs looking through the door see the following 
  (adjusting as appropriate if the PCs have darkvision):  
   
  At first the fungi-lit darkness hides whatever is 
  moving about this room, but it cannot hide the 
  musky smell of some large creature (maybe a bear?), 
  or the underlying stench of rotting flesh. As your 
  eyes adjust to the low lighting levels in the room, 
  you make out something the size of a bear moving 
  about this room, but there is an odd shape to its 
  head. Slowly, as though scenting your presence, it 
  turns its misshapen muzzle towards the doorway, 
  opens its beak, and lets out a thunderous roar, before 
  shuffling to a central point in the room. 
   
  The PCs have two rounds: one in which to enter Area 
  3A(iii), and one before the owlbear registers that nothing 
  is coming down the chute, but there are intruders in its 
  room, at which point it will attack. 
   
  �Locked Stone door: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break 28. 
   
  �Good Lock: built into the door, cannot be attacked 
  from outside, separately; Open Lock DC 30. 
   
  APL 2 (EL 4) 
   
  �Owlbear: hp 52; MM 207. 
   
  APLs 4-6 (EL 6) 
   
  �Large Dungeonbred Advanced Owlbear: 
  hp 137; Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Large Fiendish Dungeonbred Advanced 
  Owlbear: hp 157; Appendix 1. 
   
  DEVELOPMENT 
  Make Listen checks to see if Shallith and Vallara hear the 
  sounds of battle. If they do, and the sounds continue for 
  three or more rounds, they leave Kaliir and investigate, 
  joining the battle against the PCs. Use the stats from Area 
  9. If they are not alerted, allow the PCs to explore the 
  complex unhindered until Shallith and Vallara are 
  encountered. PCs may go to Area 7 or Area 20 from here. 
   
  8: ALTAR−ATIONS 
  This chamber is huge, and you can see that its 
  ceiling, built to give giants headroom, is covered in 
  webs. There is no movement among the strands. 
  Towards the southern end of the hall, you see a 
  raised area, that might once have framed a giant’s 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 16 
  throne, but now it contains something more 
  sinister. The grey rock of the mountains has been 
  covered with a thin veneer of what might be carved 
  black marble, and an altar supported by a series of 
  carved spiders sits centrally upon the dais. Before 
  the dais, is a cleared space, and then rows of stone 
  pews leading back towards you. To the north of the 
  chamber is a twenty-foot wide opening. It is from 
  here that you can hear the voices. 
   
  This hall is quite empty. The priestess, her acolytes, and 
  Captain Myraun are all in Area 9. 
   
  Should the PCs enter Area 8 and come within line of 
  sight of the doorway to Area 9 have the drow make a Spot 
  check (opposed by the PCs’ Hide checks) to notice them. 
  If the PCs are making no attempt to hide their presence, 
  they are noticed automatically and combat begins. See 
  Area 9 for details. 
   
  PCs peering into the chamber, and succeeding on a 
  successful opposed Hide check (against the Spot checks 
  of the chamber’s occupants) see the scene as described in 
  Encounter 9. 
   
  DEVELOPMENT 
   When the PCs are free to explore thoroughly they 
  discover a passage at the south-eastern end of the 
  chamber. Read the following: 
   
  A 10-foot wide passage runs eastwards, ending in 
  what looks like another chamber. To the north of the 
  chamber is an archway that leads into a much larger 
  space. To the south of the chamber is a door.  
   
  If PCs decide to explore northwards, go to Encounter 20. 
  If they decide to go through the southern door, read the 
  following: 
   
  The door leads into a smaller chamber. A stone wall 
  stands directly in front of your, while closed doors 
  flank you on either side. You are all too aware of the 
  open door at your back. 
   
  If PCs take the door to the right, go to Encounter 17. If 
  they take the door to the left, go to Encounter 18. 
   
  9: INTERROGATION 
  CHAMBER 
  In this encounter, the PCs have drawn the attention of 
  Captain Vallara Myraun and Priestess Shalith of House 
  Godeep.  
   
  Suggested Miniatures: 1 drow arcane guard 
  (Underdark), and 1 aspect of Loviatar (Night Below) 
   
  Have the drow make Spot checks opposed by the 
  PCs’ Hide check. Read the following: 
   
  Standing side-on to the doorway are two drow. One 
  is obviously a warrior, judging from the stance, the 
  weapons he carries, and the way he seems to be 
  aware of everything around him. The other is a 
  priestess – of some sort of spider goddess, if the 
  spider-shaped symbol draped over her armor is 
  anything to go by.  
   
  Standing in front of them, with her hands 
  stretched above her head is a sobbing female snow 
  elf – the spitting image of Amaskiir, Not far from 
  these two drow, is a young human girl, dressed in a 
  flimsy white shift with a great black spider 
  embroidered on it. She is gingerly carrying what 
  looks like a dress made of cobwebs and thorns. 
  Small, many-legged shapes skitter inside the dress.  
   
  Additionally, if the drow noticed the PCs, read the 
  following: 
    
  In a sudden blur of movement, the warrior’s hand 
  snaps out and fires a small crossbow in your 
  direction. The priestess calls on the dark goddess 
  Lolth, and curses you. The slave looks startled, drops 
  the dress, and dives into a closet. 
   
  At this point, if the drow haven’t spotted the intruders, 
  they make another Spot check. If they are successful, go 
  to initiative ( neither side is surprised and the drow react 
  immediately to the intruders). Otherwise, the PCs have a 
  surprise round in which to act.  
   
  As soon as they attack, the slave drops the dress and 
  dives into the nearest cupboard.  
   
  Bluffing: There are no non-drow personnel involved 
  in this operation. All non-drow are either prisoners, 
  Shalith’s slave, escaped prisoners, or intruders to be dealt 
  with. Thus, the PCs cannot bluff their way in here as 
  messengers or some such. 
   
  APL 2 (EL 2) 
   
  �Shalith of House Godeep: female drow cleric 1; 
  hp 9;  Appendix 1. 
   
  �Valarra Myraun: male drow fighter 1; hp 10; 
  Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Shalith of House Godeep: female drow cleric 3; 
  hp 21; Appendix 1. 
   
  �Valarra Myraun: male drow fighter 3; hp 22; 
  Appendix 1. 
   
  APL 6 (EL 6) 
   
  �Shalith of House Godeep: female drow cleric 5; 
  hp 33; Appendix 1. 
   
  �Valarra Myraun: male drow fighter 5; hp 34; 
  Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Shalith of House Godeep: female drow cleric 7; 
  hp 45; Appendix 1. 
   
  �Valarra Myraun: male drow fighter 7; hp 46; 
  Appendix 1. 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 17 
   
  Tactics: Shalith uses her spells to her best advantage, but 
  engages in melee if she must. If it looks as though she 
  might lose, however, she uses Divine Intercession, 
  invisibility, and whatever else is at her disposal to escape 
  the PCs, fleeing into UnderOerth through the nearest 
  passage leading down (Area 10 or 21).  
   
  Valarra does his best to defend the priestess, 
  reserving his most vicious attacks for those that pose the 
  greatest threat. Once she leaves the battle, however, he 
  stages a fighting withdrawal to the nearest tunnel leading 
  down (Area 10 or 21). 
   
  SHALLITH, SERVANT OF THE 
  SPIDERQUEEN −DROW CLERIC OF LOLTH  
  This beautiful drow woman stands barely five feet 
  tall, yet she carries herself as if she were six foot tall 
  or more. Her white hair flows free of any restraint 
  save the silver circlet that bears her rank as a 
  priestess to the spider queen, Lolth, and her eyes are 
  the color of red amethysts. 
   
  Attitude: Hostile (PH 72). 
   
  Personality: Arrogant in her abilities, and assured of 
  her favor in Lolth’s eyes, Shallith aims to one day rule a 
  substantial part of House Godeep. She is furious at the 
  interference of those she considers ‘lesser beings’ and 
  only thinks of them in terms of whether or not they 
  would make a pleasing offering to her mistress. 
   
  History: Recently risen to a position of minor power 
  in her house, Shallith dreams of holding a greater 
  position in the rulership of the surface realms. With no 
  blemishes in her career, many would like to see her fail. 
  Fortunately, for her, they haven’t yet had an opportunity 
  to put their plans into action. 
   
  What She Knows: Shallith knows that Lolth has 
  plans for the surface world, and, in particular, the 
  particularly pestilential province of Sterich. She knows 
  that she is going to play a major part in bringing Sterich 
  to its knees before her queen. She also knows that House 
  Tormtor are also making moves on Sterich, and, although 
  the two houses are bitter rivals, believes that the region 
  can’t stand before the two of them. While she is willing to 
  reveal the existence of House Tormtor’s involvement, and 
  give out information that may lead to its downfall (there’s 
  a much bigger force at work in the Hellfurnaces…) she is 
  unwilling, and unable, to reveal too much about the 
  operations in the Crystal Mountains, since she is not in 
  charge of them. In two days time, another, more favored 
  priestess will arrive here to take command. 
   
  VALLARA−DROW CAPTAIN OF THE 
  GUARD  
  This warrior’s face reflects the hard years and battles 
  that have seen him rise to rank. There is no mercy in 
  eyes the color of venous blood, and no emotion to be 
  read from the surface of his face. Whatever he is 
  feeling, it is well-masked, save for one. When he 
  looks at you, you feel as though you are a being of no 
  consequence, and that his gaze travels through you 
  to more important things beyond. 
   
  CE male drow fighter 
   
  Attitude: Hostile (PH 72). 
   
  Personality: There is little Vallara enjoys more than 
  pleasing his current mistress and building his power base 
  within the House. Non-drow, and lesser drow for that 
  matter, are merely tools for this end. As such, he does not 
  deign to reply to anything said to him. He compares any 
  attempts at intimidation to the House Matriarch in action 
  and is no longer intimidated. 
   
  History: Vallara runs the guard and raiding parties 
  of the stronghold. He assists Shallith in her duties as 
  priestess (when required), and sees that the prisoners are 
  properly administered. He hopes to catch the attention 
  and favor of the coming priestess commander, and plans 
  to sacrifice Shallith’s dreams to gain that lady’s favor. 
   
  What He Knows: Vallara knows the nature and 
  disposition of the forces soon arriving at the fortress. He 
  knows how many raiding parties are currently roaming 
  the Crystal Mountains, and how many scouts and spies 
  are in Sterich. He is aware of the entrance to the 
  Demonweb in Istivan. He discloses none of this to the 
  PCs, merely closing his eyes and seeming to ignore them 
  when they approach. When he gets loose, and they are 
  captured, they will be his to punish for their impudence. 
   
  DEVELOPMENT 
  Defeat: If the drow defeat the PCs, they stabilize them 
  and take all PCs back to Area 6. Any PC surviving at this 
  point, (who is unrescued by the end of the adventure), 
  earns the AR item ‘Captured by the Drow.’ 
   
  Victory: If the PCs slay the drow, they are able to 
  rescue Kaliir. Read the following, once she has been freed 
  from her chains. 
   
  Rubbing the chafe marks at her wrists, the snow elf 
  looks at you. “I am Kaliir,” she says. “My brother is 
  also a prisoner here.” 
   
  Allow the PCs to reassure her of her brother’s freedom, 
  before continuing. 
   
  Kaliir relaxes, and then starts to shiver. She is 
  wearing little more than a light shift made of 
  spidersilk. “I don’t know why you are here,” she says, 
  “but I’d like to leave now. If you can’t see me free of 
  this place, I’d like to borrow some armor and a 
  weapon, and get out of here. If you’ll tell me where 
  he is, I would like to go and find my brother.” 
   
  PCs succeeding on a DC 20 Sense Motive check realize 
  that her apparent calmness is a rapidly-thinning veneer, 
  for a fine tremor periodically shakes the corner of her 
  mouth, and the tears which stopped sometime during 
  your confrontation with the two drow, seem to rest at the 
  edge of her eyes. 
   
  Kaliir gratefully accepts any ‘decent clothing’ the PCs 
  can offer, but she can’t be convinced to stay with them. 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 18 
   
  “If you won’t help me find him, she says, “I will find 
  him myself. Please don’t make me have to do that 
  without some help from you.”  
   
  Kaliir is determined to go and find her brother. If the PCs 
  don’t give her basic directions, she sets out to discover the 
  way out herself.  
   
  THE SLAVE 
  The slave is still hiding in the closet. They need to spend 
  some time coaxing her out of the closet. A DC 20 
  Diplomacy check is required to get her to come out. PCs 
  gain a +2 circumstance bonus for having defeated the 
  drow (but not if they are obviously going to take the drow 
  with them as the slave is terrified of what her mistress 
  will do if she escapes from the PCs). Also give them 
  another +2 bonus for good roleplaying. Any attempt at 
  Intimidation only makes her scurry away from them.  
   
  If the PCs cannot convince her to come out, Kaliir 
  has more success, holding her hand out to the child and 
  reassuring it that she does not blame it for the actions of 
  its masters. The first thing the child does when it realizes 
  that Shalith and Valarra won’t be giving it orders any 
  more is to take off its tabard and stomp on it. The second 
  thing it does is to pick up a weapon. The child stays with 
  Kaliir if it was the snow elf who coaxed it from the 
  cupboard, otherwise it will stay with the PCs or return to 
  the camp with Kaliir if instructed to do so. The child does 
  not speak, and only replies to questions with a nod, or a 
  shake of its head. 
   
  Once they have decided what to do with Kaliir and 
  the slave child, the PCs are free to explore the rest of this 
  area. Read the following: 
   
  There is little else to this area. It consists of this 
  room, a small corridor leading to a large cell, and two 
  large storage closets containing various items used 
  in the worship of the drows’ spider goddess.  
   
  The PCs are now free to continue their exploration of the 
  stronghold, or to take any prisoners back to the camp for 
  questioning. 
   
  Treasure: refer to the Treasure  Summary for details 
  of Shalith’s and Valarra’s and possessions. 
   
  10: OFF TO SEE THE WIZARD 
  This corridor is empty, save for the presence of 
  luminescent fungi and webs festooning the ceiling. 
  There is a large set of double doors at one end, and a 
  passage leading into a much larger area at the other. 
  Close to the open entrance, there is a carefully 
  carved tunnel leading down into the depths of the 
  mountains.  
   
  Should the PCs persist in exploring the downward 
  tunnel, remind them that their mission is to rescue the 
  prisoners, and provide written evidence of the drows’ 
  intentions in the mountains – both of which they are 
  unlikely to find by seeking out a different fortress. If they 
  persist, they come to a set of unopenable adamantine-
  bound stone gates that block the corridor.  
   
  If PCs have entered this area from the wizard’s 
  chambers and have not yet encountered Areas 8 and 9, let 
  them decide on a plan of action. Stopping to listen at the 
  entrance to the chapel before entering allows them to 
  attempt a DC 6 Listen check, which, if successful, reveals 
  the sound of people talking – in Elven laced with an 
  Undercommon accent, and of someone crying softly in 
  the background.  
   
  If the check succeeds by 10 or more (minimum DC 
  16), read, or paraphrase the following:  
   
  You can hear someone, a female someone, sobbing 
  quietly, and two other voices, male and female, 
  exchanging views on whether or not the briarweb 
  gown is too much or if the spider bracelets should be 
  worn on their own. In the end, it is decided that the 
  gown will help heighten anticipation in the 
  ceremony. A woman’s voice snaps a command to 
  ‘fetch it’, and the sound of hurried movement 
  indicates that she is being obeyed. A male voice 
  reiterates that someone should hurry, the priestess 
  has given an order. 
   
  PCs cannot see anything from the doorway to Area 8. To 
  see what is going on in Area 9, they need to cross to the 
  door to that area.  
   
  11: WHITE DRAGON MADNESS 
  This is the lair of Ixcrimvorisk, one of those hatched from 
  a clutch of white dragon eggs that Vlon found. From a 
  clutch of green, blue, or red dragon eggs (depending on 
  APL), Vlon found Vaxdris’shx, who has been blessed by 
  Tiamat’s touch, and lairs in the smaller room opening 
  from his sister’s lair. Ixcrimvorisk takes her guard duty 
  seriously, especially as her treasures are located here, and 
  her vigilance will be rewarded by Vlon’s generous hand. 
  She challenges all who enter.  
   
  Suggested Miniatures: APL 2—1 pseudodragon 
  (Unhallowed), and a greenspawn sneak (Blood War); APL 
  4—1 small copper dragon (War of the Dragon Queen), 1 
  bluespawn ambusher (Night Below); APL 6—1 medium 
  copper dragon (Bloodwars) and 1 redspawn arcaniss 
  (Unhallowed); APL 8—1 large white dragon t (Night 
  Below) and 1 redspawn arcaniss (Unhallowed) 
   
  Read the following:  
   
  This chamber has four doors leading off from it, but 
  that is not the first thing you notice. The first thing 
  you notice is the white dragon seated comfortably in 
  a luxurious nest of silk cushions and rugs, 
  throughout which lie a smattering of gold-colored 
  trinkets and gems. It raises itself from the cushions 
  and draws breath as if to speak. 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 19 
   
  Give the PCs time to react to the dragon’s presence. If 
  they attack her, on sight, she does not issue the password, 
  but, if they do not attack, she challenges the PCs in 
  Draconic and/or Undercommon.  
   
  “The mighty sorcerer Vlon Jaelkal is busy. Only 
  those can speak his dayword may pass. All others 
  must leave, or are lost.” 
   
  If the PCs cannot give Ixcrimvorisk the appropriate 
  password, she attacks.  
   
  APL 2 (EL 4) 
   
  �Ixcrimvorisk: female white dragon wyrmling; hp 
  22; Appendix 1. 
   
  �Vaxdris’shx: male greenspawn sneak; hp 11; 
  Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Ixcrimvorisk: female young white dragon 
  sorcerer 2; hp 69; Appendix 1. 
   
  �Vaxdris’shx: male bluespawn ambusher; hp 30; 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Ixcrimvorisk: female juvenile white dragon 
  sorcerer 2; hp 90; Appendix 1. 
   
  �Vaxdris’shx): male redspawn arcaniss; hp 52; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Ixcrimvorisk: female young adult dragon; hp 142; 
  Appendix 1. 
   
  �Vaxdris’shx: male advanced redspawn arcaniss, 
  hp 55; Appendix 1. 
   
  Refer to Appendix 3 if the PCs try to use Knowledge 
  skills to learn more about their opponents. 
   
  Ixcrimvorix’s Tactics: Once she has challenged the 
  intruders, Ixcrimvorix waits for their response. If they do 
  not respond correctly, or show her the disk, her frightful 
  oresence ability comes into play, and she uses her breath 
  weapon to attack while the PCs are grouped together in 
  the doorway. She then sends her familiar to warn Vlon of 
  the intrusion. After the first round, Ixcrimvorix use her 
  breath weapon, her spells, and her natural attacks as the 
  situation dictates. She fights fiercely to defend her lair, 
  and to buy time for the Vlon or other back-up to arrive, 
  and does not retreat. 
   
  Vaxdris’shx’s Tactics—APL 2: Vaxdris’shx hears 
  the challenge from his room, and then uses his Hide and 
  Move Silently abilities to enter Ixcrimvorix’s lair and 
  position himself for a sneak attack.  
   
  APL 4: Vaxdris’shx comes to the doorway of his lair, 
  and positions himself to charge any PCs he is able. If he is 
  unable, he turns around and moves back down the 
  corridor, before burrowing under the floor in order to 
  come up behind the party. 
   
  APL 6-8: Vaxdris’shx hears the challenge from his 
  room, and then uses his Hide and Move Silently abilities 
  to position himself near the entrance of Ixcrimvorix’s lair 
  so that he can attack from the partial cover of the door 
  using his spells. He supports Ixcrimvorix as best he can. 
   
    
  TIMELINE 
  Round 1: Ixcrimvorix sends her familiar to fetch Vlon. 
  She and Vaxdris’shx attack. 
   
  Round 5: Unless the PCs stopped the familiar, Vlon 
  arrives from Area 15 to join the combat. He starts by 
  using his darkness ability to  negate any light in the area. If 
  he is reduced to half or less of his hit point total, he sends 
  his familiar to alert the drow guards in Area 5 of the 
  intruders. 
   
  4 rounds after Vlon sends for them or round 12: 
  a drow patrol from Area 5 is drawn to the room by the 
  commotion and joins the fray. 
   
  DEVELOPMENT 
  Victory: PCs are able to find one each of the following 
  scrolls, hidden in Ixcrimvorix’s lair, amongst the 
  cushions: scroll of dawnburst, scroll of ice dagger, scroll of 
  caltrops, electric jolt, and sonic snap (APLs 2-6) and a scroll of 
  spiderskin (APL 8). 
   
  Defeat: If the PCs are defeated, they are taken to 
  Area 9 for interrogation.  
   
  Treasure: Refer to the Treasure Summary for more 
  information. 
   
  12: SNOW DOME 
  PCs enter and discover the area built for Ixcrimvorix’s 
  comfort. The Snow Dome occurs at a junction where 
  Vlon has opened (or had someone open for him), a 
  window to a cold portion of the elemental plane of air. 
   
  This cavern is linked to a cold area of the elemental 
  plane of air through the window, and used as a means of 
  keeping Ixcrimvorix’s lair cool. In spite of the bars, 
  Ixcrimvorix feels that the window, through which no one 
  can see, makes the room less secure than a lair should be, 
  and has thus set herself up in the adjacent cavern, where 
  she can benefit from the cold, but not have to worry 
  about the window. She is right to be suspicious. A band of 
  ice mephits has discovered the window, and have worked 
  out that, while a hindrance, the bars prevent larger 
  creatures from their plane entering the room. For them, it 
  is the ideal lair, and, unbeknownst to Ixcrimvoris or Vlon, 
  they have set up home here.  
   
  Suggested Miniatures: 1-4 ice mephits (Night 
  Below).  
   
  Read of paraphrase the following:  
   
  Following the tunnel a short way, you come to a 
  point where the atmosphere changes. The cold here 
  is intense and a light wind blows snow through 
  what appears to be a large barred window that opens 
  onto a perfect darkness.  
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 20 
   
  The floor is at least a foot deep in snow, and 
  drifts of it have built up around the walls. Icicles 
  hang from the ceiling. Shelves and niches have been 
  carved into the ice coating the walls, and small beds 
  have been shaped out of the snow. The wind gusts in 
  from the window, but snow drifts have been 
  arranged to create a sheltered nook in one corner of 
  the room. A flurry of snow obscures your vision for a 
  moment, and then you see a number of small 
  humans appear from among the icicles. “Go!” they 
  cry. “Leave our home; you were not invited! Go!”  
   
  The mephits are not happy to have intruders in their 
  domain, and demand that the PCs leave. If the PCs leave, 
  the mephits return to their peace and quiet. If the PCs 
  refuse and/or attack, the mephits do their best to protect 
  their home, snatching one of their prized possessions 
  each, and fleeing only if they cannot drive the intruders 
  out. If the PCs are fleeing a band of angry drow, the 
  mephits let them travel through ‘their’ lair to the window, 
  but PCs have to find a way through the bars themselves. 
  The mephits are no help in this situation, as they set 
  about hiding their treasures from the drow. 
   
  APL 2 (EL 2) 
   
  �Ice Mephit (1): hp 13; MM 182. 
   
  APL 4 (EL 4) 
   
  �Advanced Ice Mephit (1): hp 17; Appendix 1. 
   
  APL 6 (EL 6) 
   
  �Advanced Ice Mephits (4): hp 17 each; Appendix 
  1. 
   
  APL 8 (EL 8) 
   
  �Advanced Ice Mephits (4): hp 21 each; Appendix 
  1. 
   
  Refer to Appendix 3 if the PCs try to use Knowledge 
  skills to learn more about their opponents. 
   
  Tactics: The ice mephits immediately try to summon 
  reinforcements. If this fails, and the ice mephits are 
  outnumbered at least 3 to 1, they try to negotiate the 
  safety of their lair (“I don’t want to hurt you, but this is 
  my home. You can use the room, but please leave my 
  corner of this place alone” kind of approach). 
   
  CHAMBER FEATURES 
  Cold: This chamber is considered ‘cold’, being between 0 
  and 25 degrees F. The ice mephits’ fast healing ability 
  works without them touching an icicle. Unprotected 
  characters must make a Fortitude save each hour (DC 15, 
  +1 per previous check) or take 1d6 points of nonlethal 
  damage. Characters whose protection against cold is at 
  least level 1 or higher (cold weather outfit, Cold 
  Endurance feat) are safe at this temperature range. 
  (Frostburn 9). Any character who takes nonlethal damage 
  from cold is beset by mild hypothermia and therefore 
  treated as fatigued. If a character with mild hypothermia 
  fails a second save to avoid the effects of cold, they are 
  beset by moderate hypothermia and are treated as 
  exhausted. Any character with moderate hypothermia 
  who fails a Fortitude save to avoid the effects of cold or 
  exposure is beset by severe hypothermia and is treated as 
  disabled. (Frostburn 10) 
   
  Enhanced Magic: Spells and spell-like abilities that 
  have the cold descriptor benefit from being maximized 
  (as the Maximize Spell feat, except the spell doesn’t use a 
  higher slot). In addition, spells that use water (including 
  those of the Water domain) are extended (as the Extend 
  Spell feat, except the spell doesn’t use a higher slot). 
  Spells that are already maximized or extended are 
  unaffected. (Frostburn 8) 
   
  Impeded Magic: Spells and spell-like abilities with 
  the fire descriptor are impeded. This includes spells of 
  the Fire domain. These spells and spell-like abilities may 
  still be used, but a successful Spellcraft check (DC 15 + 
  level of the spell) must be made to do so. (Frostburn 8) 
   
  Ceiling: The ceiling is 20 ft. high. 
   
  Floor: Snow covers the floor. In the squares opposite 
  the window, where the ice mephits have their lair, the 
  snow has banked up to between 2 and 3 feet deep, 
  creating a major impediment for Small and Medium 
  creatures entering the area. Each Small or Medium 
  creature entering the four rows of squares nearest the 
  wall opposite the window, must pay 4 squares of 
  movement to enter each square. (The DC of Tumble 
  checks increases by 8. Large creatures suffer only minor 
  impediment here (see below).  
   
  The two rows of squares nearest the window to the 
  plane of air, are only covered by 7 to 12 inches of snow, 
  creating a minor impediment for Small and Medium 
  creatures. In these squares, Small and Medium creatures 
  must pay 2 squares of movement to enter each square and 
  the DC of Tumble checks increases by 2. Large creatures 
  are unimpeded. The snow on the central row of squares 
  provides a major impediment for Small creatures and a 
  minor impediment for Medium or large creatures. 
  Creatures who are not trying to walk through the snow, 
  but who are floating or flying above it, remain 
  unimpeded. 
   
  Walls: The walls are covered in a thin layer of ice, 
  making climbing difficult (DC 25 Climb check) 
   
  DEVELOPMENT 
  PCs who leave the area as soon as the ice mephits demand 
  it, receive no reward from this encounter. PCs who attack 
  the mephits and defeat them, obtain the mephits’ 
  treasure.  
   
  Treasure: Once the mephits have been killed, the 
  PCs find a pair of gloves of the starry sky. 
   
  13: PRIVATE QUARTERS 
  These are Vlon’s private quarters. There is very little here 
  since he uses it only as a place to sleep. All that is valuable 
  to him is either on his person, in his library, or in the map 
  room. 
  
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  Page 21 
   
  The room here is empty. It cannot be described as a 
  luxurious 
  space, 
  although 
  it 
  is 
  comfortably 
  furnished with a bed, hanging space for clothes, 
  chamber pot, washstand and two small chests. A 
  book rests on a nightstand beside the bed. 
   
  The book is about the exploration of the Underdark by a 
  drow of note. It is self-published and written to place the 
  explorer in the best light. Comments in the margin cast 
  aspersions on the writer and show that the reader more 
  than saw through the braggart’s words. 
   
  The chests contain neatly folded changes of 
  underwear, breeches and tunics. While these would assist 
  in attempts at disguise, they are not significantly valuable. 
   
  A DC 15 Search check does, however, reveal the 
  presence of a secret door. The door is both locked and 
  trapped. 
   
  APL 2 (EL 2) 
   
  �Lesser orb of acid trap: CR 2; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (lesser orb of acid; 1st level wizard, +1 ranged touch, 1d8 
  acid) lock bypass (Open lock DC 30); Search DC 26; 
  Disable Device DC 26. Cost: 500 gp, 40 xp 
   
  APL 4 (EL 4) 
   
  �Lesser orb of acid trap: CR 4; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (lesser orb of acid; 5th-level wizard, +3 ranged touch, 3d8 
  acid) lock bypass (Open lock DC 30); Search DC 28; 
  Disable Device DC 28. Cost: 7,500 gp, 600 xp 
   
  APL 6 (EL 6) 
   
  �Orb of acid trap: CR 6; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (orb of acid; 
  10th-level wizard, +5 ranged touch, 10d6 acid plus 
  sickened, DC 14 Fort negates sickening but not damage); 
  lock bypass (Open lock DC 30); Search DC 28; Disable 
  Device DC 28. Cost: 15,000 gp, 1,200 xp 
   
  APL 8 (EL 8) 
   
  �Orb of acid Trap: CR 8; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (orb of acid; 
  13th-level wizard, +7 ranged touch, 13d6 acid); lock 
  bypass (Open lock DC 30); Search DC 32; Disable Device 
  DC 32. Cost: 45,500 gp, 3,640 xp 
   
  DEVELOPMENT 
  If the PCs are able to bypass the trap, they discover the 
  following: 
   
  Inside the alcove beyond the door, sits a small altar 
  made of carved stone. It is in the shape of a white 
  dragon’s head, with space for offerings and incense 
  inside the dragon’s open maw. Multi-colored candles 
  make the eyes gleam with dancing flame. 
   
  PCs may wish to use the following knowledge skills: 
   
  Knowledge (arcana) 
  DC  
  Result 
  15  
  The main god of evil dragons is Tiamat and the 
  main god of good dragons is Bahamat. Judging 
  from the fact that the candles and colors on the 
  dragon head are black, blue, green red and 
  white, this must be a shrine to Tiamat. 
   
  Knowledge (religion) 
  DC  
  Result 
  10  
  The main god of evil dragons is Tiamat and the 
  main god of good dragons is Bahamat. Judging 
  from the fact that the candles and colors on the 
  dragon head are black, blue, green red and 
  white, this must be a shrine to Tiamat. 
  12  
  Drow aren’t known for worshipping draconic 
  gods. They usually worship Lolth, the spider 
  goddess. 
  20  
  Drow who displease Lolth (such as by 
  worshipping 
  other 
  deities) 
  are 
  generally 
  transformed into driders (a half-spider, half-
  drow creature) during a painful ceremony 
  designed to punish the wrong-doer. 
   
  This is a small shrine to Tiamat. This is Vlon’s secret. If 
  the other drow discovered his infidelity to Lolth, he’d be 
  drider-bait. 
   
  14: LITTLE LIZARD’S LIBRARY 
  Little Lizard is the nickname bestowed on Vlon by those 
  drow most aware of his ancestry. Of course, it isn’t used to 
  his face. This is both his library, and his workshop, and 
  where he keeps the notes taken from the many prisoners 
  he has had captured over the last few months. These 
  notes pertain either to the Nakiir clan sought by the 
  white dragon, or to various pieces of draconic lore the 
  prisoners might have known. He is not in the library 
  when PCs arrive, but in the map room. He has left some 
  of his best ‘pets’ to guard the area. 
   
  Suggested Miniatures: 1-3 trained carrion crawler 
  (Night Below)  
   
  Read of paraphrase the following:  
   
  Bookcases line this area. In the center of the room is 
  a large desk on which is arrayed a variety of piles of 
  parchment, stacks of tomes, and a series of inkwells 
  and writing implements. Before you have time to 
  investigate the shelves or the contents of the desk, 
  you hear a strange skittering noise. There is the 
  sudden stench of rotting meat, and you see a large 
  many-legged creature descending the bookshelf on 
  the opposite of the room. Eight tentacles writhe 
  about its head and mandibles clack menacingly as it 
  opens it toothy jaws to hiss at you. 
   
  At APLs 4-8 add: 
   
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 22 
  Another of the creatures is descending the north 
  wall. 
   
  At APLs 6-8 add: 
   
  Another is crawling out from beneath the desk. 
   
  APL 2 (EL 4) 
   
  �Carrion Crawler (1): hp 19; MM 30. 
   
  APL 4 (EL 6) 
   
  �Carrion crawlers (2): hp 19 each; MM 30. 
   
  APL 6 (EL 7) 
   
  �Carrion crawlers (3): hp 37 each; see Appendix 1. 
   
   
  APL 8 (EL 8) 
   
  �Advanced Spellwarped Carrion Crawlers (3): 
  hp 49 each; Appendix 1. 
   
  Refer to Appendix 3 if the PCs try to use Knowledge 
  skills to learn more about their opponents. 
   
  Tactics: Although they all guard the library, the 
  carrion crawlers do not work together. Their goal is to 
  bring down the intruders, and then drag as many of the 
  carcasses back into their own lairs for food. 
   
   
  DEVELOPMENT 
  If the PCs have somehow bypassed Ixcrimvorax, or Vlon, 
  then this combat will draw them to the library just as the 
  PCs are preparing to leave. If the PCs manage to conduct 
  the battle silently, they might still be able to surprise 
  Vlon in his map room (Area 15). 
   
  After defeating the carrion crawlers, PCs may find 
  one each of the following scrolls prepared in the library 
  (see the treasure Summary for details), as well as notes on 
  a variety of topics (as listed below): scroll of dawnburst, scroll 
  of ice dagger (APLs2-6) as well as a scroll of spiderskin (APL 
  8); notes on dragons and those who study them, 
  including names and places, and notes on the draconic 
  deities, Tiamat and Bahamat. 
   
  15: THE MAP ROOM 
  This is where Vlon is if he is not alerted to intruders by 
  Ixcrimvorix’s familiar flying a single round of the room 
  before flying out again. The bat repeats this as many times 
  as needed, but exits the room each time it completes a 
  circuit, before re-entering to complete another.  
   
  Suggested Miniatures: 1 drow arachnomancer 
  (Night Below). 
   
  If he has not been alerted to intruders by the bat, or 
  sounds of combat, Vlon, can be found here, poring over a 
  map of the lands his House intends to invade. The map is 
  in Undercommon, and the names, when translated, do 
  not correspond with any known location names in 
  common. There is something vaguely familiar about the 
  map, but PCs cannot discern which particular forest it 
  refers to since it is drawn from the perspective of 
  someone 
  underground, 
  looking 
  up, 
  and 
  using 
  subterranean landmarks as reference points rather than 
  surface landmarks such as mountains. Vlon is either 
  encountered in this room (if the combat withIxcrimvorix 
  has not drawn him) or in Area 11. 
   
  Read of paraphrase the following:  
   
  This is obviously the workchamber of some student 
  of magic. Books line the wall to the north, and jars, 
  chemicals and a variety of tools can be found in 
  shelves and on an alcoved desk to the south. A great, 
  stone table takes up the central part of the room. 
  There’s not a lot of space for moving around in here. 
  On the opposite side of the table, a drow wizard of 
  sorcerer has raised his startled gaze towards you. 
   
  APL 2 (EL 4) 
   
  �Vlon Jaelkal: male drow sorcerer 1, hp 6; 
  Appendix 1. 
   
  �Vlon’s familiar: tiny snake, hp 3; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Vlon Jaelkal: male drow fighter 1/sorcerer 2, hp 
  15; Appendix 1. 
   
  �Vlon’s familiar: tiny snake, hp 7; Appendix 1. 
   
  APL 6 (EL 6) 
   
  �Vlon Jaelkal: male drow fighter 1/sorcerer 2, hp 
  15; Appendix 1. 
   
  �Vlon’s familiar: tiny snake, hp 7; Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Vlon Jaelkal: male drow fighter 2/sorcerer 3, hp 
  24; Appendix 1. 
   
  �Vlon’s familiar: tiny snake, hp 12; Appendix 1. 
   
  Tactics: If he is here, studying, and has not been alerted 
  to the presence of the PCs, Vlon is surprised to see them. 
  He pulls the lever under the table that releases the 
  carrion crawlers into the room, and attempts to leave via 
  the door nearest him. Note that the success of this tactic 
  may is dependent on whether or not the PCs have not 
  already defeated the carrion crawlers in Area 14. If he 
  escapes, the PCs have 10 rounds before the drow guards 
  from Area 5 arrive. Vlon, meanwhile retreats to the guard 
  room. If he discovers that the guards are doing badly, he 
  flees. If Vlon has retreated here after battling the PCs, and 
  is pursued, he tries releasing the carrion crawlers and 
  fleeing, as described above. If he is unable to escape, Vlon 
  releases the crawlers, anyway, and fights the PCs to the 
  death – although he is hoping that a drow patrol will 
  arrive and intercede long before that happens. 
   
  DEVELOPMENT 
  There is a chance that Ixcrimvorix and/or Vaxdris’shx 
  will hear the commotion and come to Vlon’s aid. (Make 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 23 
  Listen checks to discern if this happens.) 
   
  Once the PCs have defeated the opposition in this 
  room, they are free to continue exploring. Go to 
  Encounter 11, if they leave via the western door, or 
  Encounter 4B if they discover, and leave via the secret 
  eastern door. 
   
  Treasure: Refer to the Treasure Summary for more 
  information. 
   
  16: WHERE DRAGONS DWELL 
  These are Vaxdris’shx’s private quarters.  
   
  Suggested Miniatures: APL 2—2 darkmantles 
  (Night Below); APL 4—1 ankheg (Underdark); APL 6—1 
  fire mephit (Unhallowed); APL 8—3 fire mephits 
  (Unhallowed). 
   
  APL 2 
  This room is like a forest retreat. Lit by 
  phosphorescent fungi, underground plants grow in 
  eager profusion. The musty scent of the cavern air 
  alters to include the scent of both living and rotting 
  vegetation.  
   
  Vaxdris’shx has managed to trap two darkmantles in cages 
  near the ceiling. While he tends and feeds them, he has 
  not managed to tame them, and knows he will have to get 
  Ixcrimvorisk to deal with them when they have dealt 
  with the intruders. He releases the darkmantles into the 
  area as he leaves his lair to assist the dragon. They attack 
  anything that intrudes on his domain while he is gone.  
   
  APL 2 (EL 2) 
   
  �Darkmantles (2): hp 6 each; MM 38. 
   
  Tactics: The darkmantles attack anything that comes in 
  here, including the sneak. They are hungry and 
  unforgiving. 
   
  APL 4 
  This once open expanse of cavern is riddled with 
  narrow openings that seem to lead into tunnels in 
  the floor. A mound of pillowed earth and stone in 
  one corner seems to serve as both an observation 
  platform and a bed for some sort of animal – 
  possibly the one that you fought earlier. 
   
  This is where Vaxdris’shx sleeps and rests during the day. 
  He is aware of the ankhegs that share his quarters, but 
  both have come to an unspoken mutual tolerance for 
  each other – at least until Vax gets hungry, or the ankheg 
  strays too close to his sleeping mound.  
   
  APL 4 (EL 4) 
   
  �Advanced ankheg (1): hp 37; Appendix 1. 
   
  Tactics: The ankheg, disturbed by Vaxdris’shx’s 
  thunderous exit, does not appreciate its terrain being 
  invaded by other creatures – besides, it’s not often that 
  food comes walking into its lair…  
   
  It attacks to kill and can’t retreat without abandoning 
  its home. 
   
  APLS 6−8 
  In contrast to the coolness of the white dragon’s 
  cushioned lair, the room here is full of fire. A huge 
  pit takes up the centre of the room, and, within its 
  depths, you can see a number of small, fiery 
  humanoids at play. 
   
  APL 6 (EL 6) 
   
  �Fire Mephit: hp 13; MM 181. 
   
  APL 8 (EL 8) 
   
  �Fire Mephits (3): 13 hp each; MM 181. 
   
  Tactics: The fire mephit/s have been sought out and 
  summoned by Vaxdris’shx to assist him in his study of 
  fire. His instructions to them were to guard his lair while 
  he dealt with the problems outside. Since they need him 
  in order to return to their home plane, these creatures 
  fight fiercely.  
   
  If PCs attempt to bargain with them, they start out as 
  hostile (PH 72) and attack out of sheer spite or bitterness 
  if the PCs fail their Diplomacy check. 
   
  DEVELOPMENT 
  Vaxdris’shx has little of value hidden here. His most 
  prized possessions are on his person, or in the library. 
  This also provides a safe resting place, if the guards 
  elsewhere in the complex have not been alerted. 
   
  17: BODYGUARD’S BED 
  CHAMBER 
  The stone door to this area is locked but has a keyhole; 
  the hinges are on the inside of the room and cannot be 
  reached from the outside.  
   
  �Locked Stone door: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break 28. 
   
  �Lock: built into the door, cannot be attacked from 
  outside, separately; Open Lock DC 30. 
   
  This is obviously the sleeping chamber of a warrior. 
  It is spartanly furnished, with the bed crisply made, 
  and nothing seemingly out of its place. There is a 
  single bedside table here, but it is bare, and its 
  drawers empty. A trunk under the bed reveals a 
  change of clothes (a noble outfit, by the looks of it), 
  and some undergarments. 
   
  The trunk is also locked (same lock description as the 
  door) but can be broken into (1 in. thick; hardness 5; hp 
  10; Break DC 13). A DC 25 Search check of the trunk 
  reveals the secret panel in the base. In here the PCs find a 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 24 
  sheaf of notes on possible routes leading into the 
  Crystalmist city of the snow elves. Judging from the 
  annotations scribbled in the margins of these notes, these 
  overland routes were far from pleasing to the drow and 
  the conclusion: “Xarsentriskix may be our best hope!!” is 
  written on the last page. 
   
  18: MEETING ROOM 
  The stone door to this area is locked, but has a keyhole; 
  the hinges are on the inside of the room and cannot be 
  reached from the outside.  
   
  �Locked Stone door: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break 28 
   
  �Good Lock: built into the door, cannot be attacked 
  from outside, separately; Open Lock DC 30 
   
  This well-appointed area is obviously a private 
  meeting space. Spider webs coat the ceiling, and add 
  a fine sheen to the walls. A table some six feet long 
  and four feet wide takes pride of place in the centre 
  of this room, its black surface gleaming, while 
  carvings on the edges depict numerous types of 
  spiders. The chairs surrounding are plush, covered 
  in a black-velvet-like substance and set with red 
  cushions, each corner embroidered either with a 
  platinum crossbow bolt, or a black-bodied spider. A 
  wooden cabinet adorns one wall, and two chairs 
  share a corner, a table set between them, creating a 
  sense of private space shared. A twenty-foot-wide 
  stone portal stands at the eastern end of this room, 
  and another, ten-foot wide door can be seen at its 
  northern end. 
   
  There is nothing to find in this room. The maps have 
  been locked away in Valarra’s room, and Lolth’s 
  directions for conquest are hidden in Shalith’s. If PCs 
  decide to explore the door to the east, go to Encounter 19. 
  If they decide to explore the door the north, go to 
  Encounter 20. 
   
  19: SHALITH’S QUARTERS 
  The stone door to this area is locked, but has a keyhole; 
  the hinges are on the inside of the room and cannot be 
  reached from the outside.  
   
  �Locked Stone door: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break 28 
   
  �Good Lock: built into the door, cannot be attacked 
  from outside, separately; Open Lock DC 30 
   
  The furnishings of these quarters are luxurious 
  compared with the furnishings of the rooms before. 
  A thick rug of black fur lies beneath a large, white 
  marble table inlaid with black spiders and eight 
  marble chairs. An embroidery-embellished screen 
  supported by thin columns of black marble, inlaid 
  with white spiders. Behind it is a luxurious bed, 
  black-quilted and spread with a multitude of 
  cushions. Closer investigation reveals a well-made 
  chest of black stone beneath the bed.  
   
  The chest is locked (Open Lock DC 30) but can be broken 
  into (4 in. thick; hardness 8; hp 60; Break DC 28). Inside 
  is Shalith’s private journal detailing her discovery of 
  Lolth’s plan, and her joyous delivery of the goddess’s will. 
   
  20: BARRACKS AREA 
  This large open chamber must be over 100 feet broad 
  at its widest point, and nearly 80 feet deep. You don’t 
  know what the giants used it for, but the drow have 
  obviously decided to use it as a barracks area. 
  Walking cautiously through, you see bunks, four-
  high, arranged in orderly rows taking up almost a 
  third of the cavern; what is obviously an eating area 
  is equipped with long tables and benches, and a 
  kitchen area stands empty at one end. Judging from 
  the lack of cooking smells in this area, the area 
  hasn’t seen a lot of use in recent times, but it’s being 
  prepared to see a whole lot more. The preparation 
  you see here is for over a hundred troops. 
   
  A successful DC 10 Search check, reveals the opening to a 
  10-foot wide tunnel leading down into the mountain. Go 
  to Encounter 21. 
   
  21: TUNNEL DOWN 
  A 10-foot-wide tunnel lined in stone and seemingly 
  well-made, leads down into the depths of the 
  mountain. It strikes you that this could be a tunnel 
  connecting the frost giant’s fortress to a better-
  established drow stronghold, and that it is better 
  reported than explored. 
   
  Should the PCs persist in exploring this tunnel, remind 
  them that their duty was to rescue the prisoners, and 
  provide written evidence of the drows’ intentions in the 
  mountains – both of which they are unlikely to find by 
  seeking out a different fortress. If they still persist, they 
  come to a set of unopenable adamantine-bound stone 
  gates that block the corridor.  
   
  CONCLUSION 
  Once the PCs have decided to return to their base camp, 
  and from thence to Istivin, read, or paraphrase, the 
  following: 
   
  The news you bring is greeted with worried looks, 
  and any documents you have found gratefully 
  accepted. “Thank you,” says the Marchioness of 
  Sterich “I will have a council put together to analyze 
  these. We’ll send to the Crystalmists for the snow 
  elves, so that they can be made aware. Who knows, 
  after their years of seclusion, they might wish to 
  take part in whatever counter-offensive we mount,” 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 25 
  with a faint smile, he nods towards the snow 
  elf/elves you have rescued, “and we have the perfect 
  emissaries for the task. Of course, there are other 
  concerns we must also deal with, but this … this is 
  most concerning. I trust we can call on you should 
  our plans require it?” 
   
  If Amaskiir and/or Kaliir are present (and the PCs have 
  not forfeited the Favor of the Nakiir Clan) read, or 
  paraphrase, the following: 
   
  On the last day of your stay in Istivin, you are visited 
  by the snow elves: “Thank you for all you have done 
  for us. We’d invite you to visit, our home, but we will 
  be traveling a lot. If we meet again, I hope our 
  friendship will grow stronger. If we do not,” 
  Amaskiir shrugs. “Ah well, who knows what the gods 
  have planned. My people will want to call on you 
  should the need arise. May we tell them they can?” 
   
  CAMPAIGN CONSEQUENCES 
  This scenario may have "Campaign Consequences"; that 
  is, the outcome of this module may affect future events in 
  the campaign. The answers to some of the questions 
  below may seem trivial or pointless, but because of the 
  complex nature of the backstory and campaign all 
  information requested is vital. 
   
  Please send your answers to simpson.colleen@gmail.com, 
  or creighton@greyworks.co.uk  as soon as possible. 
  General comments about the module are also welcomed 
  at this address. 
  1. 
  What region were the characters from? 
  2. 
  What APL did you play? 
  3. 
  Did the PCs rescue Amaskiir from Vathres and 
  Eksva? 
  4. 
  Did the PCs rescue Kaliir? 
  5. 
  Did Shalith get away? 
  6. 
  Did the PCs defeat Vlon, Ixcrimvorisk, and 
  Vasdris’shx? 
  7. 
  Did Vlon get away? 
  8. 
  Did the PCs find the notes in the bodyguard’s 
  bedchamber? 
  9. 
  Did the PCs find the diary in Shalith’s quarters? 
  10. Did the PCs deliver the diary and/or the notes to the 
  Marchioness? 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 26 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: Something Stinky This Way Comes 
  Defeat Vathres and Eskva 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  3A: The Front Gate 
  Defeat the gate guards 
  APL 2  
  180 XP 
  APL 4  
  240 XP 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
   
  3B: Pursuit 
  Defeat the spiders 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  4A: Reinforcements OR 5: Check Point Charlie 
  Defeat the drow guards 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  7B: Feeding Time 
  Defeat the owlbear 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  9: The Interrogation Room 
  Defeat the drow guards 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  11: White Dragon Madness 
  Defeat Ixcrimvorix and Vaxdrixs’shx 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  12: Snow Dome 
  Defeat the ice mephits through battle or bring their 
  attitude to friendly or better through Diplomacy 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  13: Private Quarters 
  Disarm or survive the trap and discover the secret shrine 
  to Tiamat 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  120 XP 
  APL 8  
  240 XP 
   
  14: Little Lizard’s Library 
  Defeat the carrion crawlers 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  210 XP 
  APL 8  
  240 XP 
   
  15: The Map Room 
  Defeat Vlon (if he was defeated in Encounter 11, add 
  these XP to that total) 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  120 XP 
  APL 8  
  180 XP 
   
  16: Where Dragon’s Dwell 
  Defeat the creatures guarding Vaxdris’shx’s lair through 
  combat or Diplomacy 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  120 XP 
  APL 8  
  180 XP 
   
  Story Award 
  Objective(s) met: 
  APL 2  
  90 XP 
  APL 4  
  120 XP 
  APL 6  
  150 XP 
  APL 8  
  180 XP 
   
  Total Possible Experience 
  APL 2  
  900 XP  
  APL 4  
  1,350 XP 
  APL 6  
  1,800 XP 
  APL 8  
  2,250 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 27 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  1: Something Stinky This Way Comes 
   
  APL 2: Loot: 40 gp; Gold: 1 gp; Magic: +1 spiderkissed 
  rapier (693 gp); Total: 734 gp 
   
  APL 4: Loot: 63 gp; Gold: 1 gp Magic: spiderkissed 
  rapier (693 gp), +1 hide armor (93 gp), cloak of resistance +1 
  (83 gp), transmitting drow house insignia (42 gp); Total: 975 
  gp 
   
  APL 6: Loot: 64 gp; Gold: 1 gp Magic: spiderkissed 
  rapier (693 gp), +1 shadow hide armor (405 gp), cloak of 
  resistance +1 (83 gp), potion of cure light wounds (4 gp), 
  transmitting drow house insignia (42 gp); Total: 1,292 gp 
   
  APL 8: Loot: 62 gp; Gold: 1 gp Magic: +1 spiderkissed 
  rapier (693 gp), +1 blurring shadow hide armor (655 gp), cloak 
  of resistance +1 (83 gp), potion of cure light wounds (4 gp), 
  transmitting drow house insignia (42 gp); Total: 1,540 gp 
   
  3A (i): The Front Gate 
   
  APL 2: Loot: 39 gp; Total: 39 gp 
   
  APL 4: Loot: 250 gp; Total: 250 gp 
   
  APL 6: Loot: 250 gp; Total: 250 gp 
   
  APL 8: Loot: 249 gp; Magic: potion of cure moderate 
  wounds (4) (100 gp); +1 hand crossbow (4) (133 gp), +1 hand 
  crossbow bolts (40) (167 gp); Total: 649 gp 
   
  4A: Reinforcements OR 5: Checkpoint Charlie 
   
  APL 2: Loot: 91 gp; Magic: 8 gp, 2 potion of cure light 
  wounds (4 gp each); Total: 98 gp 
   
  APL 4: Loot: 91 gp; Magic: 8 gp, 2 potion of cure light 
  wounds (4 gp each);Total: 98 gp 
   
  APL 6: Loot: 91 gp; Magic: 8 gp, 2 potion of cure light 
  wounds (4 gp each); Total: 98 gp 
   
  APL 8: Loot: 233 gp; Magic: 16 gp, 4 potion of cure light 
  wounds (4 gp each); Total: 239 gp 
   
  9: Interrogation Chamber 
  APLs 2-4; Loot 241 gp; Magic: wand of cure light wounds 
  (63 gp); Total 304 gp. 
   
  APL 6: Loot 242 gp; Magic 197 gp; +1 heavy mace 
  (193gp), potion of cure light wounds (4 gp); Total 439 gp. 
   
  APL 8: Loot 206 gp; Magic 390 gp; +1 rapier (193 gp), 
  +1 heavy mace (193 gp), 1 potion of cure light wounds (4 gp); 
  Total 596 gp. 
   
  11: White Dragon Madness 
  APL 2: Loot 5 gp; Magic 8 gp; scroll of dawnburst (2 gp), 
  scroll of ice dagger (2 gp), scroll of caltrops, electric jolt, and sonic 
  snap (4 gp); Total 13 gp. 
   
  APL 4: Loot 5 gp; Magic 8 gp; scroll of dawnburst (2 
  gp), scroll of ice dagger (2 gp), scroll of caltrops, electric jolt, and 
  sonic snap (4 gp); Total 13 gp. 
   
  APL 6: Loot 159 gp; Magic 58 gp; scroll of dawnburst (2 
  gp), scroll of ice dagger (2 gp), scroll of caltrops, electric jolt, and 
  sonic snap (4 gp), potion of shield of faith +3 (25 gp), potion of 
  cure moderate wounds (25 gp); Total 167 gp. 
   
  APL 8: Loot 159 gp; Magic 58 gp; scroll of dawnburst (2 
  gp), scroll of ice dagger (2 gp), scroll of caltrops, electric jolt, and 
  sonic snap (4 gp), scroll of spiderskin (31 gp), potion of shield of 
  faith +5 (75 gp), potion of cure moderate wounds (25 gp); Total 
  248 gp. 
   
  12: Snow Dome 
  APL 2: Magic 92 gp; gloves of the starry sky (92 gp); Total 92 
  gp. 
   
  APL 4: Magic 92 gp; gloves of the starry sky (92 gp); 
  Total 92 gp. 
   
  APL 6: Magic 92 gp; gloves of the starry sky (92 gp); 
  Total 92 gp. 
   
  APL 8: Magic 92 gp; gloves of the starry sky (92 gp); 
  Total 92 gp. 
   
  14: Little Lizard’s Library 
  APLs 2-6: Loot: 48 gp; Magic scroll of caltrops, electric jolt 
  and sonic snap (37gp), scroll of dawnburst (25 gp), scroll of ice 
  dagger (25 gp); Total: 227 gp 
   
  APL 8: Loot: 48 gp; Magic scroll of caltrops, electric jolt 
  and sonic snap (37gp), scroll of dawnburst (25 gp), scroll of ice 
  dagger (25 gp), scroll of spiderskin (38 gp); Total: 265 gp 
   
  15: The Map Room 
  APL 2; Loot 35 gp; Magic 46 gp; arcanist’s gloves (42gp), 
  potion of cure light wounds (4 gp); Total 81 gp. 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 28 
   
  APLs 4-6: Loot 151 gp; Coin 16 gp; Magic 54 gp; 
  arcanist’s gloves (42gp), 2 potion of cure light wounds (8 gp), 
  shield of faith +2 potion (4 gp); Total 200 gp. 
   
  APL 8: Loot 151 gp; Coin 45 gp; Magic 162 gp; 
  arcanist’s gloves (42 gp), cloak of resistance +1 (83 gp), 2 potion 
  of cure light wounds (8gp), shield of faith +2 potion (4 gp), 
  potion of barkskin+2 (25 gp); Total 358 gp. 
   
  Treasure Cap 
   
  APL 2: 900 gp  
   
  APL 4: 1,350 gp  
   
  APL 6: 1,800 gp 
   
  APL 8: 2,600 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 1,486 gp 
   
  APL 4: 1,846 gp 
   
  APL 6: 2,765 gp 
   
  APL 8: 3,311 gp 
   
  ADVENTURE RECORD ITEMS 
  �Captured by the Drow: After spending 6 TU in their 
  ‘care’, you manage to escape your drow captors and make 
  your way out of the Underdark. You lose all your 
  equipment in the process but liberate 500 gp x your 
  character level for reequipping. You may also call upon 
  the Charity of Friends as described in the LGCS. 
   
  �Vlon’s Draconic Lore Notes: Spending 1 TU reading 
  through these notes grants you a +2 circumstance bonus 
  to Knowledge (arcana) checks regarding dragons, and 
  Knowledge (religion) checks regarding Tiamat and 
  Bahamat. Also, you compile a list of scholars in draconic 
  lore. For every 2 TUs spent seeking out a scholar, you 
  gain access to one of the following provided all 
  prerequisites are met: Alternate Class Features: drakken 
  familiar (DrM), stalwart sorcerer (CM); Feats: Draconic 
  Heritage (copper, gold, green, blue, red, silver, white) 
  (RDr), Draconic Lineage (as for Draconic Heritage) 
  (DrM); Prestige Classes: Disciple of the Eye (RoD); 
  Dracolexi (RoD), Dragonheart Mage (RoD)(Core; 550 gp). 
   
  �Favor of the the Nakiir Clan: You have rescued one 
  of their members and the clan, which is willing to grant 
  you an introduction to the Nakiir Dragonsingers opening 
  access to the dragonsong lyrist PrC (Draconomicon) once 
  you meet all prerequisites Training as a dragonsong lyrist 
  costs 4 TUs. In addition, for the cost of 1 TU, you gain 
  access to ice darts (Frostburn), Dragonsong (Draconomicon), 
  and Extra Music and the masterwork musical instrument 
  skills for the harp and lute (both Complete Adventurer).  
   
  �Vlon’s Nakiir Notes: Vlon’s notes on the Nakiir clan 
  indicate that the clan has spread throughout many 
  regions of Oerth in response to the threat posed by an old 
  enemy. (Adventure; 20 gp) 
   
  �Rescued 
  Friends: 
  For 
  their 
  rescue, 
  Jareth 
  Coldbringer, Astaran Vanmach, Auldhill, Daranil, and 
  Xanaphia Galanodel extend their thanks. 
   
  �Enmity of House Godeep: You have earned by your 
  interference in their operation at the frost giant’s 
  stronghold. 
   
  �Thanks of the Marchioness: You have gained 
  influence with the Marchioness of Sterich. This may be 
  useful later in your career. 
   
  ITEM ACCESS 
  APLs 2-4: 
  • 
  Arcanist’s gloves (Adventure; Magic Item Compendium; 
  500 gp) 
  • 
  Bile droppings (Adventure; Drow of the Underdark; 50 
  gp) 
  • 
  Drow house insignia, transmitting (Adventure; Drow of 
  the Underdark; 500 gp) 
  • 
  Gloves of the starry sky (Adventure; Magic Item 
  Compendium; 1,100 gp) 
  • 
  Scroll of caltrops, electric jolt and sonic snap (Adventure; 
  Spell Compendium; 40 gp) 
  • 
  Scroll of ice dagger (Adventure; Spell Compendium; 25 
  gp) 
  • 
  Scroll of dawnburst, (Adventure; Complete Mage; 25 gp) 
  • 
  +1 spiderkissed rapier (Adventure; Drow of the 
  Underdark; 8,320 gp) 
  • 
  Shedden (Adventure; Drow of the Underdark; 75 gp) 
  • 
  Spider kit (Adventure; Drow of the Underdark: 101; 
  110 gp) 
   
  APL 4 (all of APL 2 plus the following) 
  • 
  Transmitting drow house insignia (Adventure; Drow 
  of the Underdark; 500 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +1 shadow hide armor (Adventure; DMG; 4,165 gp) 
   
  APL 8 (all of APL 2-6 plus the following): 
  • 
  +1 shadow bluring hide armor (Adventure; Magic Item 
  Compendium; 9,165 gp) 
  • 
  Potion of shield of faith +5 (Adventure; DMG) 
  • 
  Scroll of spiderskin (Adventure; Spell Compendium; 375 
  gp) 
   
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 29 
  APPENDIX 2: ALL APLS 
  AMASKIIR NASKIIR 
  CR 9 
  Male snow elf bard 7/dragonsong lyrist* 2 
  *Draconomicon 127 
  NG Medium humanoid (elf) 
  Init +4; Senses low-light vision, Listen +3, Spot +3 
  Languages Common, Elven, Draconic, Sylvan  
  AC 12, touch 10, flat-footed 12 
   (+0 Dex, +2 armor) 
  hp 47 (9 HD)  
  Immune sleep  
  Fort +3, Ref +5, Will +6; +2 against enchantments  
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +6 (1d3)  
  Base Atk +6; Grp +6  
  Special Actions bardic music 11/day (countersong, 
  fascinate, inspire courage +1, inspire competence, 
  suggestion), greater dragonsong 2/day (song of 
  compulsion, song of strength) 
  Bard Spells Known (CL 5th; +3 ranged attack): 
   3rd (2/day)—blink, displacement, good hope 
   2nd (4/day)—cat’s grace, eagle’s splendor, hypnotic 
  pattern (DC 14), ice darts  
   1st (4/day)—cure light wounds, expeditious retreat, 
  hypnotism (DC 13), sleep (DC 13) 
   0 (3/day)—daze (DC 12), flare (DC 12), ghost sound, 
  lullaby, message, summon instrument 
  �Amaskiir has already cast many spells today 
  Abilities Str 10, Dex 10, Con 13, Int 14, Wis 12, Cha 15 
  SQ bardic knowledge +11, elf traits 
  Feats Improved Initiative, Dragonsong, Extra Music, 
  Magical Aptitude  
  Skills Bluff +11, Concentration +8, Decipher Script +7, 
  Diplomacy +10, Disguise +3 (+5 to act in character), 
  Intimidate +5, Knowledge (arcana) +9, Knowledge 
  (dungeoneering) +4, Knowledge (geography) +4, 
  Knowledge (history) +7, Knowledge (nature) +4, 
  Knowledge (nobility and royalty) +4, Knowledge 
  (religion) +4, Listen +3, Perform (oratory) +17, 
  Perform (sing) +17, Perform (stringed) +15, Search 
  +4, Sleight of Hand +4, Spellcraft +8 (+10 
  deciphering scrolls), Spot +3, Use Magic Device +9 
  (+11 with scrolls), 
  Greater Dragonsong (Su) Twice per day, Amaskiir can 
  use song or poetics to invoke the power of 
  dragonsong. 
  Invoking 
  dragonsong 
  requires 
  a 
  standard action. 
   
   
  In cases where the character continues a 
  greater dragonsong effect over the course of multiple 
  rounds (such as strong of strength), the dragonsong 
  lyrist can fight while using greater dragonsong but 
  cannot cast spellsj, activate magic items by spell 
  completion (such as scrolls), or activate magic items 
  by command word (such as wands). Maintaining a 
  greater 
  dragonsong 
  effect 
  does 
  not 
  require 
  concentration. 
   
   
  A deaf dragonsong lyrist has a 20% chance to 
  fail when using greater dragonsong. If she fails, the 
  attempt still counts against her daily limit. 
       
  Song of Strength Amaskiir can imbue himself 
  and his allies with great physical power. Amaskiir and 
  all allies within 30 ft. gain a +4 morale bonus to 
  Strength for the duration of Amaskiir’s performance 
  and for 5 rounds thereafter. This is a mind-affecting 
  ability. 
       
  Song of Compulsion Amaskiir can use his 
  greater dragonsong to make a suggestion to a single 
  creature within 30 feet who can hear the lyrist. A DC 
  16 Will save negates the effect. This is an 
  enchantment (compulsion, mind-affecting, language-
  dependent) effect. Dragons take a -2 penalty on this 
  saving throw. 
   
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 30 
  APPENDIX 1: APL 2
  1: SOMETHING STINKY THIS WAY COMES 
  VATHRES THE HUNTER 
  CR 5 
  Male drow ranger 4 
  CE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Elven, Undercommon  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 19 (4 HD)  
  Immune magic sleep effects  
  SR 15 
  Fort +5, Ref +5, Will +2; (+4 against spells and spell-
  like abilities); +2 against enchantments 
  Weakness light blindness 
  Speed 20 ft. in hide armor (4 squares), base speed 30 
  ft. 
  Melee +1 spiderkissed rapier +7 (1d6+3/18-20)  
  Ranged hand crossbow +5 (1d4/19-20) 
  Base Atk +4; Grp +6  
  Atk Options favored enemy elf +2, poison (Fort DC 13, 
  1d6 Con + 1d6 Str/blind) 
  Combat Gear poison, shedden 
  Ranger Spells Prepared (CL 1st): 
   1st—delay poison 
  Spell-Like Abilities (CL 4th): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 12, Con 13, Int 10, Wis 13, Cha 15 
  SQ animal companion, link with companion, share 
  spells, spot secret doors within 5 ft., wild empathy +8 
  (+4 magical beasts) 
  Feats EnduranceB, Gift of the Spider Queen, TrackB, 
  Two-Weapon FightingB, Vermin Trainer 
  Skills Bluff +2, Handle Animal +9, Hide +5, Intimidate 
  +5, Knowledge (religion) +3, Knowledge (nature) +0 
  Listen +3, Move Silently +5, Ride +3, Search +2, 
  Spot +3, Survival +3 
  Possessions combat gear plus hand crossbow with 10 
  bolts, +1 spiderkissed rapier, hide armor 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vathres 
  for 1 round. On subsequent rounds, he is dazzled (-1 
  on attack rolls, saves, and checks) as long as he 
  remain in the affected area.  
  Gift of the Spider Queen (Ex) Vathres can use the 
  following combinations of his daily spell-like abilities 
  to do the following: 
   
   
  Curtain of Darkness:  Vathres can expend one 
  daily use of dancing lights and darkness to extinguish 
  all non-magical light sources within 100 feet. This is 
  not a magical effect; the fires (or other sources such 
  as sunrods) simply go out. This ability does not 
  function on any flame larger than that of a torch or a 
  lantern, so it cannot be used to extinguish a burning 
  building, or as a defense against fire used as a 
  weapon. This is the equivalent of a 2nd-level spell. 
   
   
  Mirror Image: Vathres can expend one daily 
  use of dancing lights and faerie fire to use mirror 
  image (as the spell, except he gains only 1d4 
  images). 
   
   
  See Invisibility: Vathres can expend one daily 
  usage of darkness and faerie fire to use see 
  invisibility (as the spell, except that the duration is 
  only 1 round per caster level). 
   
   
  Blinding vanish: Vathres can use one daily use 
  of faerie fire, dancing lights, and darkness to 
  disappear in a blinding flash of light. All creatures 
  within a 20-foot radius burst are blinded for 1 round; a 
  successful DC 16 Fortitude save reduces the effect to 
  dazzled for 1 round. In addition, he become invisible 
  (as the invisibility spell, except the duration is 1 round 
  per caster level). 
   
  ANIMAL COMPANION 
  — 
  Medium viper 
  N Medium animal 
  Init +3; Senses scent; Listen +5, Spot +5 
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 natural) 
  hp 9 (2 HD) 
  Fort +3, Ref +6, Will +1 
  Speed 20 ft., climb 20 ft., swim 20 ft. 
  Melee bite +4 (1d4-1 plus poison)  
  Base Atk +1; Grp +0  
  Atk Options poison (DC 11, 1d6 Con/1d6 Con 
  Abilities Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2 
  Feats Weapon Finesse 
  Skills Balance +11, Climb +11, Hide +12, Listen +5, 
  Spot +5, Swim +7  
  Skills A snake can always choose to take 10 on a Climb 
  or Swim check, even if rushed or threatened. It can 
  use the run action while swimming, provided it swims 
  in a straight line. 
   
  3A: THE FRONT GATE & 3B: PURSUIT 
  GUARD SPIDERS 
  CR 2 
  N Medium dungeonbred* Large monstrous spider 
  * Dungeonscape 112 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +0, Spot +4,  
  AC 14, touch 14, flat-footed 10 
   (+4 Dex, +0 natural) 
  hp 22 (4 HD)  
  Immune mind-affecting effects 
  Fort +5 (+7 against poison and disease), Ref +4, Will 
  +1 
  Speed 30 ft., climb 20 ft. 
  Melee bite +7(1d8 plus poison)  
  Ranged weapon +7 (entangle) 
  Base Atk +3; Grp +3  
  Atk Options poison, web 
  Abilities Str 11, Dex 19, Con 13, Int — , Wis 10, Cha 2 
  SQ easy maintenance, vermin traits 
  Feats Endurance, Improved Natural Attack, Weapon 
  Finesse (bite)B  
  Skills  Climb +12, Hide +4 (+12 when using webs), 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 31 
  Jump +0, Spot +4 
  Tremorsense (Ex) A monstrous spider can detect and 
  pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in 
  contact with the spider’s webs. 
  Web (Ex) The spider can throw a web eight times per 
  day. This is similar to an attack with a net but ha a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. An entangled 
  creature can escape with a successful DC 12 Escape 
  Artist check, or burst it with a successful DC 16 Str 
  check. Both are standard actions. The check DCs are 
  Constitution-based and the Strength check DC 
  includes a +4 racial bonus. Web spinners often 
  create sheets of sticky webbing from 5 to 10 feet 
  square, depending on the size of the spider. They 
  position these sheets to snare flying creatures but 
  can also try to trap prey on the ground. Approaching 
  creatures must succeed on a DC 20 Spot check to 
  notice a web; otherwise they may stumble into it and 
  become trapped as though by a successful web 
  attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to 
  walk on or grab while pulling free. Each 5-foot section 
  of this spider’s web has 6 hit points and sheet webs 
  have damage reduction 5/-. This spider can move 
  across its own web at its climb speed and can 
  pinpoint the location of any creature touching its web. 
  Easy 
  Maintenance 
  (Ex) 
  Dungeonbred 
  monsters 
  consume food and water as if they were one size 
  smaller than they actually are (and thus two sizes 
  smaller than the base creature). Further, all 
  carnivorous dungeonbred monsters that are bred for 
  the same dungeon will eat the same type of prey 
  eagerly, regardless of the base creature used in each 
  case, cutting down on the need to import exotic prey 
  for different monsters. 
  Skills A monstrous spider can always choose to take 10 
  on Climb checks, even if rushed or threatened.  
   
  9: INTERROGATION CHAMBER 
  SHALITH 
  CR 2 
  Female drow cleric 1 
  CE Medium humanoid (elf) 
  Init +1; Senses darkvision 120 ft.; Listen +4, Spot +4 
  Languages Common, Elven, Goblin, Undercommon  
  AC 15, touch 10, flat-footed 15 
   (+0 Dex, +4 armor, +1 shield) 
  hp 9 (1 HD)  
  Immune magic sleep effects 
  SR 12 
  Fort +3 Ref +0, Will +4 (+6 against spells and spell-like 
  abilities); +2 against enchantments 
  Weakness light blindness 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee heavy mace +1 (1d8+1)  
  Ranged hand crossbow +0 (1d4/19-20 plus poison) 
  Base Atk +0; Grp +1  
  Atk Options poison (Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours) 
  Special Actions Divine Intercession 
  Combat Gear potion of cat’s grace 
  Cleric Spells Prepared (CL 1st): 
   1st—bane, bless, inflict light woundsD  
   0—virtue (3) 
  D: Domain spell. Deity: Lolth. Domains: Destruction, 
  Trickery  
  Spell-Like Abilities (CL 1st): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 12, Dex 10, Con 12, Int 12, Wis 15, Cha 15 
  SQ spot secret doors within 5 ft. 
  Feats Divine Intercession  
  Skills Bluff +5, Concentration +4, Diplomacy +5, Hide -
  3, Knowledge (religion) +4, Listen +4, Move Silently -
  3, Search +3, Spot +4 
  Possessions combat gear plus heavy mace, chain 
  shirt, holy symbol, hand crossbow with 10 poisoned 
  bolts  
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Shalith for 
  1 round. On subsequent rounds, she is dazzled (-1 
  on attack rolls, saves, and checks) as long as she 
  remains in the affected area.  
  Divine Intercession (Su) Shalith spends three rebuke 
  undead attempts to teleport to any point up to 30 feet 
  away within line of sight. This effect functions as a 
  dimension door, except she can’t bring along other 
  creatures 
   
  VALLARA MYRAUN 
  CR 2 
  Male drow fighter 1 
  CE Medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +1, Spot +1 
  Languages Common, Elven, Goblin, Undercommon  
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +4 armor, +1 shield) 
  hp 10 (1 HD)  
  Immune magic sleep effects 
  SR 12 
  Fort +2, Ref +3, Will -1 (+1 against spells and spell-like 
  abilities); +2 against enchantments 
  Weakness light blindness 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee mwk rapier +4 (1d6+2/18-20 plus poison)  
  Ranged hand crossbow +5 (1d4/19-20 plus poison) 
  Base Atk +1; Grp +3  
  Atk Options poison (Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours) 
  Combat Gear potion of cure light wounds 
  Spell-Like Abilities (CL 1st): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 17, Con 11, Int 14, Wis 8, Cha 12 
  SQ spot secret doors within 5 ft. 
  Feats Hand Crossbow Focus, Weapon Focus (rapier) 
  Skills Climb +0, Handle Animal +6, Hide +1, Intimidate 
  +6, Jump +0, Knowledge (religion) +4, Listen +1, 
  Ride +7, Search +4, Spot +1, Swim +0, 
  Possessions combat gear plus masterwork rapier, 
  masterwork chain, hand crossbow and 10 bolts 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vallara for 
  
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  1 round. On subsequent rounds, she is dazzled (-1 
  on attack rolls, saves, and checks) as long as she 
  remains in the affected area.  
   
  11: WHITE DRAGON MADNESS 
   
   
  IXCRIMVORISK 
  CR 2 
  Female white dragon wyrmling sorcerer 1 
  CE Tiny dragon (cold) 
  Init +5; Senses blindsense 60 ft.,  darkvision 120 ft., 
  low-light vision, Listen +6, Spot +3 
  Aura frightful presence (DC 13, 10 ft. radius) 
  Languages Draconic, empathic link  
  AC 15, touch 13, flat-footed 14 
   (+2 size, +1 Dex, +2 natural) 
  hp 20 (4 HD) 
  Immune cold, sleep, paralysis 
  Fort +3, Ref +4, Will +5 
  Weakness vulnerability to fire 
  Speed 60 ft. (12 squares), burrow 30 ft., swim 60 ft., fly 
  150 ft. (average); icewalking  
  Melee bite +6 (1d4+1) and  
  2 claws +1 (1d3 +1) 
  Space 2.5 ft.; Reach 0 ft. (5 ft. with bite) 
  Base Atk +3; Grp -4  
  Special Actions breath weapon 
  Sorcerer Spells Known (CL 1st; +5 ranged touch): 
   1st (3/day)—dawnburst, (DC 14), ice dagger 
   0 (5/day)—caltrops, electric jolt, flare (DC 13), sonic 
  snap (DC 13) 
  Abilities Str 12, Dex 13, Con 10, Int 10, Wis 10, Cha 11 
  SQ drakken familiar, share spells  
  Feats AlertnessB, Awaken Frightful Presence, Improved 
  Initiative  
  Skills Bluff +5, Concentration +0, Diplomacy +4, Hide 
  +13, 
  Intimidate 
  +2, 
  Knowledge 
  (arcana) 
  +3, 
  Knowledge (dungeoneering) +4, Knowledge (nobility 
  & royalty) +3, Listen +6 (+8 when familiar within 5 ft.), 
  Move Silently +1, Search +1, Sense Motive +5, 
  Spellcraft +3, Spot +3 (+5 when familiar within 5 ft.), 
  Swim +1, Use Magic Device +4 
  Breath Weapon (Su) 15-ft. cone, once every 1d4 
  rounds, 1d6 cold, Reflex DC 12 half 
  Icewalking (Ex) This ability works like the spider climb 
  spell, but the surfaces the dragon climbs must be icy. 
  It is always in effect. 
   
  BAT FAMILIAR 
   
   
  CR—  
  N Diminutive animal (dragonblooded) 
  Init +2; Senses blindsense 20 ft., low-light vision, Listen 
  +11, Spot +11 
  Languages empathic link 
  AC 17, touch 16, flat-footed 15 
   (+4 size, +2 Dex, +1 natural) 
  hp 10 (4 HD) 
  Resist improved evasion 
  Fort +3, Ref +5, Will +7 
  Speed 5 ft. (1 square), fly 40 ft. (good) 
  Melee — 
  Space 1 ft.; Reach 0 ft. 
  Base Atk +4; Grp -13  
  Abilities Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 4 
  Feats Alertness 
  Skills Bluff +2, Concentration +0,Hide +18, Intimidate 
  +1,Listen +11 (+7 if blindsense negated), Move 
  Silently +6, Search +3, Sense Motive +7,Spot +11 
  (+7 if blindsense negated), Swim -5 
    
  VAXDRIS’SHX 
  CR 2 
  Male greenspawn sneak* 
  *Monster Manual IV 148 
  LE Small monstrous humanoid (dragonblood) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Draconic 
  AC 19, touch 14, flat-footed 16 
   (+1 size, +3 Dex, +2 armor, +3 natural) 
  hp 11 (2 HD)  
  Immune acid 
  Fort +1, Ref +6, Will +3 
  Speed 30 ft. in leather armor (6 squares) 
  Melee dragonsplit +4/+4 (1d4/19-20 or x4) or 
  Melee dragonsplit +6 (1d4/19-20 or x4)  
  Ranged dagger +6 (1d3/19-20) 
  Base Atk +2; Grp -2  
  Atk Options sneak attack +2d6 
  Combat Gear 2 flasks of acid 
  Abilities Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 15 
  SQ water breathing 
  Feats Two-Weapon FightingB, Weapon Finesse  
  Skills Bluff +9, Hide +14, Listen +2, Move Silently +10, 
  Spot +2 
  Possessions combat gear plus leather armor, 2 
  dragonsplits, 2 daggers 
  Water Breathing (Ex) A greenspawn sneak can 
  breathe underwater indefinitely 
   
  13: PRIVATE QUARTERS 
   
   
  LESSER ACID ORB TRAP 
  CR 2 
  Description see text. 
  Search DC 26; Type magic 
  Trigger touch and lock not released in 2 rounds; Init +4 
  Effect If the door is tampered with and the lock not 
  released 2 rounds after the tampering begins, then 
  the trap releases a lesser acid orb in a direct line in 
  front of it (as the spell) is triggered. 
  Duration instantaneous (see Appendix 2 text) 
  Destruction AC 10; hp 30; hardness 5 
  Disarm Disable Device DC 26 
   
  15: THE MAP ROOM  
   
  VLON JAELKAL 
  CR 2 
  Male drow sorcerer 1 
  CE Medium humanoid (elf, dragonblooded) 
  Init +0; Senses darkvision 120 ft., Listen +6, Spot +6 
  Languages Common, Draconic, Drow Sign Language, 
  Elven, Undercommon  
  AC 12, touch 10, flat-footed 12 
   (+0 Dex, +2 armor) 
  hp 6 (1 HD)  
  
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  Immune sleep  
  SR 12 
  Fort +0, Ref +0, Will +4 (+6 against spells and spell-like 
  abilities); +2 against enchantments; +1 against sleep, 
  paralysis, and cold 
  Weakness light blindness 
  Speed 30 ft. in leather armor (6 squares) 
  Melee heavy pick +1 (1d8/x4)  
  Ranged mwk light crossbow +1 (1d4/19-20 plus poison) 
  Base Atk +0; Grp +0  
  Atk Options poison (Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours) 
  Combat Gear arcanist’s gloves, potion of cure light 
  wounds 
  Sorcerer Spells Known (CL 1st; +0 ranged touch; spell 
  failure 10%): 
   1st (4/day)—color spray, (DC 14) 
   0 (5/day)—acid splash, electric jolt, flare (DC 13), ray 
  of frost (DC 13), sonic snap (DC 13) 
  Spell-Like Abilities (CL 1st): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 10, Con 10, Int 15, Wis 14, Cha 17 
  SQ drakken familiar, stalwart sorcerer 
  Feats AlertnessB, Draconic Heritage (white), Weapon 
  Proficiency (heavy pick)B, Weapon Focus (heavy 
  pick)B 
  Skills Bluff +8, Concentration +4, Diplomacy +3, Hide 
  +0, Knowledge (arcana) +6, Knowledge (nobility & 
  royalty) +3, Listen +6, Move Silently +0 , Search +4, 
  Sense Motive +2 , Spellcraft +6 , Spot +6 
  Possessions combat gear plus masterwork hand 
  crossbow with 20 poisoned bolts, heavy pick, leather 
  armor 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vlon for 1 
  round. On subsequent rounds, he is dazzled (-1 on 
  attack rolls, saves, and checks) as long as he remain 
  in the affected area.  
  SNAKE FAMILIAR 
   
   
  CR—  
  N Tiny animal (dragonblooded) 
  Init +3; Senses blindsense 20 ft., low-light vision; Listen 
  +11, Spot +11 
  Languages empathic link 
  AC 18, touch 15, flat-footed 15 
   (+2 size, +3 Dex, +3 natural) 
  hp 3 (1 HD)  
  Resist improved evasion 
  Fort +2, Ref +4, Will +4 
  Speed 15 ft. (3 squares), climb 15 ft., swim 20 ft. 
  Melee bite +5  (1 plus poison) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -11  
  Atk Options poison (Fort DC 10, 1d6 Con/1d6 Con) 
  Abilities Str 4, Dex 17, Con 10, Int 6, Wis 12, Cha 2 
  Feats AlertnessB 
  Skills Balance +11,Climb +11, Concentration +4,Hide 
  +15, Listen +7, Move Silently +0, Search -3,Spot  +7, 
  Swim +5 (+13 to perform special action) 
  Skills A snake can always choose to take 10 on a Climb 
  or Swim check, even if rushed or threatened. It can 
  use the run action while swimming, provided it swims 
  in a straight line. 
   
  
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  APL 4 
  1: SOMETHING STINKY THIS WAY COMES 
  VATHRES THE HUNTER 
  CR 7 
  Male drow ranger 6 
  CE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +8, Spot +8 
  Languages Common, Elven, Undercommon  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 39 (6 HD)  
  Immune magic sleep effects  
  SR 15 
  Fort +7, Ref +7, Will +4 (+6 against spells and spell-like 
  abilities); +2 against enchantments 
  Weakness light blindness 
  Speed 20 ft. in hide armor (4 squares), base speed 30 
  ft. 
  Melee +1 spiderkissed rapier +9 (1d8+3/18-20)  
  Ranged mwk hand crossbow +8 (1d4/19-20) 
  Base Atk +6; Grp +6  
  Atk Options favored enemy elf +4, favored enemy 
  aberration +2, poison (Fort DC 13, 1d6 Con + 1d6 
  Str/blind) 
  Combat Gear poison, shedden 
  Ranger Spells Prepared (CL 1st): 
   1st—delay poison, magic fang 
  Spell-Like Abilities (CL 6th): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 12, Con 13, Int 10, Wis 13, Cha 15 
  SQ animal companion, spot secret doors within 5 ft., 
  wild empathy +8 (+4 magical beasts) 
  Feats EnduranceB, Gift of the Spider Queen, Many 
  ShotB, Rapid ShotB, Spider Companion, TrackB, 
  Vermin Trainer,  
  Skills Bluff +2, Handle Animal +9, Hide +6, Intimidate 
  +5, Knowledge (religion) +4, Knowledge (nature) +0 
  Listen +8, Move Silently +5, Ride +3, Search +2, 
  Spot +8, Survival +9,  
  Possessions combat gear plus hand crossbow + 10 
  bolts, spiderkissed rapier, +1 hide  armor, +1 cloak of 
  resistance, transmitting drow house insignia 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vathres 
  for 1 round. On subsequent rounds, he is dazzled (-1 
  on attack rolls, saves, and checks) as long as he 
  remains in the affected area.  
  Gift of the Spider Queen (Ex) Vathres can use the 
  following combinations of his daily spell-like abilities 
  to do the following: 
   
   
  Curtain of Darkness:  He can expend one daily 
  use of dancing lights and darkness to extinguish all 
  non-magical light sources within 100 feet. This is not 
  a magical effect; the fires (or other sources such as 
  sunrods) simply go out. This ability does not function 
  on any flame larger than that of a torch or a lantern, 
  so it cannot be used to extinguish a burning building, 
  or as a defense against fire used as a weapon. This 
  is the equivalent of a 2nd-level spell. 
   
   
  Mirror Image: Vathres can expend one daily 
  use of dancing lights and faerie fire to use mirror 
  image (as the spell, except you gain only 1d4 
  images). 
   
   
  See Invisibility: Vathres can expend one daily 
  usage of darkness and faerie fire to use see 
  invisibility (as the spell, except that the duration is 
  only 1 round per caster level). 
   
   
  Blinding vanish: Vathres can use one daily use 
  of faerie fire, dancing lights and darkness to 
  disappear in a blinding flash of light. All creatures 
  within a 20-foot radius burst are blinded for 1 round; a 
  successful DC 16 Fortitude save reduces the effect to 
  dazzled for 1 round. In addition he becomes invisible 
  (as the invisibility spell, except the duration is 1 round 
  per caster level). 
   
  EKSVA 
  CR — 
  Monstrous web-spinning spider animal companion  
  N Medium vermin 
  Init +3; Senses darkvision 60 ft, tremorsense 60 ft., 
  Listen +0, Spot +4 
  AC 14, touch 13, flat-footed 11 
   (+3 Dex, +1 natural) 
  hp 11 (2 HD)  
  Immunities mind-affecting effects 
  Fort +4, Ref +3, Will +0 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee bite +4 (1d6 plus poison)  
  Ranged web +4 ranged touch  (target entangled) 
  Base Atk +1; Grp +1  
  Atk Options poison (DC 12 Fort negates, 1d4 Str/1d4 
  Str) 
  Special Actions web 
  Abilities Str 11, Dex 17, Con 12, Int — , Wis 10, Cha 2 
  SQ vermin traits, web 
  Feats Endurance, Improved Natural Attack, Weapon 
  FinesseB   
  Skills Climb +11, Hide +7, Jump +0, Listen +0, Spot +4 
  Web (Ex) The spider can throw a web eight times per 
  day. This is similar to an attack with a net but has a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. An entangled 
  creature can escape with a successful DC 12 Escape 
  Artist check, or burst it with a successful DC 16 Str 
  check. Both are standard actions. 
  Tricks: This spider knows the trick ‘web’ and, on 
  command (DC 15 Handle Animal) shoots a web at 
  the nearest hostile creature. (Drow of the Underdark 
  46) 
  Skills A monstrous spider can always choose to take 10 
  on Climb checks, even if rushed or threatened.  
   
  
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  3A: THE FRONT GATE & 3B: PURSUIT 
  GUARD SPIDERS 
  CR 2 
  N Medium dungeonbred* advanced Large monstrous 
  spider 
  *Dungeonscape 112 
  Init +3; Senses darkvision 60 ft. tremorsense 60 ft.; 
  Listen +0, Spot +4,  
  AC 14, touch 14, flat-footed 10 
   (+4 Dex, +0 natural) 
  hp 32 (6 HD)  
  Immune mind-affecting effects 
  Fort +6 (+8 against poison and disease), Ref +4, Will 
  +1 
  Speed 30 ft., climb 20 ft. 
  Melee bite +8 (1d8 plus poison)  
  Ranged web +8 (entangle) 
  Base Atk +4; Grp +4  
  Atk Options poison, web 
  Abilities Str 11, Dex 19, Con 13, Int — , Wis 10, Cha 2 
  SQ easy maintenance, vermin traits 
  Feats Weapon Finesse (bite)B  
  Skills Climb +12, Hide +4 (+12 when using webs), 
  Jump +0, Spot +4 
  Tremorsense (Ex) A monstrous spider can detect and 
  pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in 
  contact with the spider’s webs. 
  Web (Ex) The spider can throw a web eight times per 
  day. This is similar to an attack with a net but ha a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. An entangled 
  creature can escape with a successful DC 12 Escape 
  Artist check, or burst it with a successful DC 16 Str 
  check. Both are standard actions. The check DCs are 
  Constitution-based and the Strength check DC 
  includes a +4 racial bonus. Web spinners often 
  create sheets of sticky webbing from 5 to 10 feet 
  square, depending on the size of the spider. They 
  position these sheets to snare flying creatures but 
  can also try to trap prey on the ground. Approaching 
  creatures must succeed on a DC 20 Spot check to 
  notice a web; otherwise they may stumble into it and 
  become trapped as though by a successful web 
  attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to 
  walk on or grab while pulling free. Each 5-foot section 
  of this spider’s web has 6 hit points and sheet webs 
  have damage reduction 5/-. This spider can move 
  across its own web at its climb speed and can 
  pinpoint the location of any creature touching its web. 
  Easy 
  Maintenance 
  (Ex) 
  Dungeonbred 
  monsters 
  consume food and water as if they were one size 
  smaller than they actually are (and thus two sizes 
  smaller than the base creature). Further, all 
  carnivorous dungeonbred monsters that are bred for 
  the same dungeon will eat the same type of prey 
  eagerly, regardless of the base creature used in each 
  case, cutting down on the need to import exotic prey 
  for different monsters. 
  Skills A monstrous spider can always choose to take 10 
  on Climb checks, even if rushed or threatened.  
   
  DROW GUARDS 
  CR 2 
  Male drow fighter 1 
  CE Medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +2, Spot +2 
  Languages 
  Common, 
  Dwarven, 
  Elven, 
  Goblin, 
  Undercommon  
  AC 26, touch 21, flat-footed 23 
   (+3 Dex, +4 armor, +1 shield, +8 improved cover) 
  hp 10 (1 HD)  
  Immune sleep spells and effects 
  SR 12 
  Fort +2, Ref +3 (+7 and improved evasion with 
  improved cover), Will +0 (+2 against spells and spell-
  like abilities); +2 against enchantments 
  Weakness light blindness 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee mwk rapier +4 (1d6/18-20 plus poison)  
  Ranged hand crossbow +5 (1d4/19-20 plus poison) 
  Base Atk +1; Grp +3  
  Atk Options Point Blank Shot, Precise Shot, poison 
  (Fort DC 13, unconscious 1 minute/unconscious 2d4 
  hours) 
  Spell-Like Abilities (CL 1st): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 17, Con 11, Int 14, Wis 10, Cha 10 
  SQ spot secret doors within 5 ft. 
  Feats Point Blank Shot, Precise Shot  
  Skills Climb +4, Handle Animal +4, Hide +1 (+11 with 
  improved cover), Intimidate +4, Jump +0, Listen +2, 
  Ride +7, Search +4, Spot +2, Swim +0  
  Possessions combat gear plus masterwork rapier, 
  masterwork hand crossbow + 10 bolts, chain shirt, 
  small steel shield 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled (-1 
  on attack rolls, saves, and checks) as long as they 
  remain in the affected area.  
   
  7B: FEEDING TIME 
   
   
   
  VALITH BEAR 
  CR 6 
  N Large advanced huge dungeonbred* magical beast  
  *Dungeonscape 112 
  Init +1; Senses Listen +11, Scent, Spot +11 
  Languages understands Elven and Undercommon  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 natural) 
  hp 137 (11 HD)  
  Fort +12 (+14 against poison and disease), Ref +8, Will 
  +3 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +17 each] (1d8+5) and  
  bite +15 (2d6+2)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +22  
  Atk Options Power Attack, improved grab 
  Abilities Str 25, Dex 13, Con 25, Int 2, Wis 12, Cha 10 
  SQ easy maintenance, hardy 
  
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  Page 36 
  Feats Alertness, Endurance, Improved Natural AttackB, 
  Multiattack, Power Attack, Track  
  Skills  +14 Listen +11, Spot +11 
  Easy 
  Maintenance 
  (Ex) 
  Dungeonbred 
  monsters 
  consume food and water as if they were one size 
  smaller than they actually are (and thus two sizes 
  smaller than the base creature). Further, all 
  carnivorous dungeonbred monsters that are bred for 
  the same dungeon will eat the same type of prey 
  eagerly, regardless of the base creature used in each 
  case, cutting down on the need to import exotic prey 
  for different monsters. 
  Improved Grab (Ex) To use this ability an owlbear must 
  hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. 
   
  9: INTERROGATION CHAMBER 
  SHALITH 
  CR 4 
  Female drow cleric 3 
  CE Medium humanoid (elf) 
  Init +1; Senses darkvision 120 ft.; Listen +4, Spot +4 
  Languages Common, Elven, Goblin, Undercommon  
  AC 15, touch 10, flat-footed 15 
   (+4 armor, +1 shield) 
  hp 21 (3 HD)  
  Immune magic sleep effects 
  SR 14 
  Fort +4 Ref +1, Will +5 (+7 against spells and spell-like 
  abilities; +2 bonus against enchantments) 
  Weakness light blindness 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee +1 heavy mace +4 (1d8+2)  
  Ranged hand crossbow +2 (1d4/19-20 plus poison) 
  Base Atk +2; Grp +3  
  Atk Options poison (Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours), Profane Agony 
  Special Actions Divine Intercession 
  Combat Gear potion of cat’s grace 
  Cleric Spells Prepared (CL 3rd): 
   2nd—shadow shroud, hold person, invisibilityD, 
   1st—bane, bless, disguiseD, shield of faith 
   0—virtue (4) 
  D: Domain spell. Deity: Lolth. Domains: Destruction, 
  Trickery  
  Spell-Like Abilities (CL 3rd): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 12, Dex 10, Con 12, Int 12, Wis 15, Cha 15 
  SQ spot secret doors within 5 ft. 
  Feats Divine Intercession  
  Skills Bluff +7, Concentration +5, Diplomacy +8, 
  Diplomacy +2 (+4 to act in character), Hide -2, 
  Intimidate +4, Knowledge (religion) +5, Listen +4, 
  Move Silently -3, Search +3, Spot +4 
  Possessions combat gear plus heavy mace, chain 
  shirt, holy symbol, hand crossbow with 10 poisoned 
  bolts  
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Shelith for 
  1 round. On subsequent rounds, she is dazzled (-1 
  on attack rolls, saves, and checks) as long as she 
  remains in the affected area.  
  Divine Intercession (Su) Shalith spends three rebuke 
  undead attempts to teleport to any point up to 30 feet 
  away within line of sight. This effect functions as a 
  dimension door, except you can’t bring along other 
  creatures. 
  Profane Agony (Su) Shalith spends a rebuke undead 
  attempt as a full round action to channel Lolth’s 
  displeasure at a single living creature within 30 feet. 
  That creature takes 3d6 points of non-lethal damage 
  and is sickened for 1 round. A successful DC 12 
  Fortitude save negates the damage but not the 
  sickening effect. 
   
  VALLARA MYRAUN 
  CR 4 
  Male drow fighter 3 
  CE Medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Elven, Goblin, Undercommon  
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +4 armor, +1 shield) 
  hp 22 (3 HD)  
  Immune magic sleep effects  
  SR 14 
  Fort +3, Ref +4, Will +0 (+2 against spells and spell-like 
  abilities); +2 against enchantments 
  Weakness light blindness 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee mwk rapier +7 (1d6+2/18-20 plus poison)  
  Ranged hand crossbow +8 (1d4/19-20 plus poison) 
  Base Atk +3; Grp +4  
  Atk Options Power Attack, poison (Fort DC 13, 
  unconscious 1 minute/unconscious 2d4 hours)  
  Combat Gear potion of cure light wounds 
  Spell-Like Abilities (CL 3rd): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 17, Con 11, Int 14, Wis 8, Cha 12 
  SQ spot secret doors within 5 ft. 
  Feats Alertness, Hand Crossbow Focus, Power Attack, 
  Weapon Focus (rapier) 
  Skills Climb +0, Handle Animal +8, Hide +1, Intimidate 
  +8, Jump +0, Knowledge (religion)+5, Listen +3, Ride 
  +11, Search +4, Spot +3, Swim +0 
  Possessions combat gear plus masterwork rapier, 
  masterwork chain mail, hand crossbow with 10 bolts 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vallara for 
  1 round. On subsequent rounds, she is dazzled (-1 
  on attack rolls, saves, and checks) as long as she 
  remains in the affected area.  
   
  11: WHITE DRAGON MADNESS 
   
   
  IXCRIMVORISK 
  CR 4 
  Female young white dragon sorcerer 1 
  CE Medium dragon (cold) 
  Init +5; Senses blindsense 60 ft., darkvision 120 ft., 
  low-light vision, Listen +12, Spot +9 
  Aura frightful presence (DC 15; 20 ft. radius) 
  Languages Draconic , empathic link 
  
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  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 69 (11 HD) 
  Immune cold, sleep, paralysis 
  Fort +7, Ref +7, Will +8 
  Weakness vulnerability to fire 
  Speed 60 ft. (12 squares), burrow 30 ft., swim 60 ft., fly 
  200 ft. (poor); icewalking 
  Melee bite +12 (1d8+3) and  
  2 claws +10(1d6 +3) and  
  2 wings +10 (1d4 +3) 
  Base Atk +9; Grp +12  
  Atk Options Power Attack 
  Special Actions breath weapon 
  Sorcerer Spells Known (CL 1st; +5 ranged touch): 
   1st (3/day)—dawnburst, (DC 14), ice dagger 
  (5/day)—caltrop, electric jolt, flare (DC 13), sonic 
  snap (DC 13) 
  Abilities Str 16, Dex 13, Con 12, Int 10, Wis 10, Cha 11 
  SQ drakken familiar, share spells  
  Feats Awaken Frightful Presence, Improved Initiative, 
  Multi-attack, Power Attack 
  Skills Bluff +5, Concentration +6, Diplomacy +6, Hide 
  +6, 
  Intimidate 
  +2, 
  Knowledge 
  (arcana) 
  +9, 
  Knowledge (dungeoneering) +4, Knowledge (nobility 
  & royalty) +5, Listen +12, Move Silently +1, Search 
  +1, Sense Motive +5, Spellcraft +9, Spot +9, Swim 
  +5, Use Magic Device +10 (+12 for checks involving 
  scrolls) 
  Breath Weapon (Su) 30-ft. cone, once every 1d4 
  rounds, 3d6 cold, Reflex DC 16 half 
  Icewalking (Ex) This ability works like the spider climb 
  spell, but the surfaces the dragon climbs must be icy. 
  It is always in effect. 
   
  BAT FAMILIAR 
   
   
  CR—  
  N Diminutive animal (dragonblooded) 
  Init +2; Senses blindsense 20 ft., low-light vision; Listen 
  +15, Spot +15 
  Languages empathic link 
  AC 17, touch 16, flat-footed 15 
   (+4 size, +2 Dex, +1 natural) 
  hp 34 (11 HD)  
  Resist improved evasion 
  Fort +8, Ref +8, Will +11 
  Speed 5 ft. (1 square), fly 40 ft. (good) 
  Melee — 
  Space 1 ft.; Reach 0 ft. 
  Base Atk +10; Grp -7  
  Abilities Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 4 
  Feats Alertness 
  Skills Concentration +5,Hide +19, Intimidate +1, 
  Knowledge (arcana) +7,Listen +15 (+11 if blindsense 
  negated), Move Silently +6, Search +3,Spot +15 (+11 
  if blindsense negated), Swim -5 
   
  VAXDRIS’SHX 
  CR 4 
  Male bluespawn ambusher* 
  *Monster Manual IV 136 
  LE Medium magical beast (dragonblood) 
  Init +0; Senses darkvision 60 ft.; lowlight vision, 
  tremorsense 60 ft.; Listen +4, Spot +4 
  Languages Draconic 
  AC 18, touch 10, flat-footed 18 
   (+0 Dex, +8 natural) 
  hp 30 (4 HD)  
  Immune electricity 
  Fort +6, Ref +4, Will +3 
  Speed 20 ft. (4 squares), burrow 20 ft. (earth and stone) 
  Melee 2 claws +8 each (1d8+4) and  
  gore +6 (1d6+2) 
  Base Atk +4; Grp +8  
  Special Actions electricity burst 
  Abilities Str 19, Dex 10, Con 14, Int 3, Wis 11, Cha 13 
  Feats Ability Focus (electricity burst), Multiattack  
  Skills Climb +7, Hide +0, Listen +4, Spot +4 
  Electricity Burst (Su) A bluespawn ambusher can 
  activate an electricity burst as a standard action once 
  every 1d4 rounds. Any creature within 10 feet must 
  succeed on a DC 16 Reflex save or take 4d6 points 
  of electricity damage. A successful save results in 
  half damage.  
   
  12: SNOW DOME 
   
   
   
  ADVANCED ICE MEPHIT 
  CR 3 
  N Small outsider (air, cold, extraplanar) 
  Init +8; Senses darkvision 60 ft., Listen +6, Spot +6 
  Languages Auran, Common 
  AC 19, touch 15, flat-footed 15; Dodge 
   (+1 size, +4 Dex, +4 natural) 
  hp 17 (4 HD); fast healing 2; DR 5/magic 
  Immune cold 
  Fort +3, Ref +7, Will +3 
  Weakness vulnerability to fire 
  Speed 30 ft. (6 squares), fly 50 ft. (perfect) 
  Melee 2 claws +4 (1d3 plus 1d4 cold) 
  Base Atk +3; Grp -1  
  Atk Options breath weapon, summon mephit 
  Spell-Like Abilities (CL varies): 
   1/day—magic missile (CL 3rd) 
   1/hour—chill metal (DC 14; CL 6th) 
  Abilities Str 10, Dex 18, Con 10, Int 6, Wis 11, Cha 15 
  Feats Dodge, Improved Initiative 
  Skills Bluff +9, Diplomacy +6, Disguise +2 (+4 acting), 
  Escape Artist +11, Hide +15, Listen +6, Move Silently 
  +11 , Spot +7, Use Rope +4 (+6 with bindings)  
  Breath Weapon (Su) A mephit can use its breath 
  weapon once every 1d4 rounds as a standard action. 
  10 foot cone of ice shards, damage 1d4 cold, Reflex 
  DC 12 half. Living creatures that fail their saves are 
  tormented by frostbitten skin and frozen eye s unless 
  they have immunity to cold or are otherwise 
  protected. This effect imposes a -4 penalty to AC and 
  a -2 penalty on attack rolls for 3 rounds. The save DC 
  is Constitution-based and includes a +1 racial bonus. 
  Fast Healing (Ex) Mephits heal 2 points of damage per 
  round, provided they are still alive and certain 
  conditions are met. An ice mephit heals only if it is 
  touching a piece of ice of at least Tiny size or if the 
  ambient temperature is 32 degrees F. or below. 
  
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  Summon Mephit (Sp) Once per day, a mephit can 
  attempt to summon another mephit of the same 
  variety, much the same as a summon monster spell, 
  but with only a 25% chance of success. Roll d%. On 
  a failure, no creature answers the summons that day. 
  A mephit that has just been summoned cannot use 
  its own summon ability for 1 hour. This ability is the 
  equivalent of a 2nd-level spell.  
   
  13: PRIVATE QUARTERS 
   
   
  LESSER ACID ORB TRAP 
  CR 4 
  Description see text. 
  Search DC 28; Type magic 
  Trigger touch and lock not released in 2 rounds; Init +4 
  Effect If the door is tampered with and the lock not 
  released 2 rounds after the tampering begins, then a 
  lesser acid orb (as the spell) is triggered; the trap 
  sets off an alarm spell in the map room that alerts 
  Vlon 
  Duration instantaneous (see Appendix 2 text) 
  Destruction AC 10; hp 30; hardness 5 
  Disarm Disable Device DC 28 
   
  15: THE MAP ROOM  
   
  VLON JAELKAL 
  CR 4 
  Male drow fighter 1/sorcerer 2 
  CE Medium elf (drow, dragonblooded) 
  Init +0; Senses darkvision 120 ft., Listen +6, Spot +6 
  Languages Common, Draconic, Drow Sign Language, 
  Elven, Undercommon  
  AC 14, touch 10, flat-footed 14 
   (+0 Dex, +4 armor) 
  hp 15 (3 HD)  
  Immune magic sleep effects  
  SR 13 
  Fort +2, Ref +0, Will +5 (+7 against spells and spell-like 
  abilities); +2 against enchantments; +1 against sleep, 
  paralysis, and cold 
  Weakness light blindness 
  Speed 30 ft. in mithral chain shirt (6 squares) 
  Melee heavy pick +4 (1d8/x4)  
  Ranged mwk light crossbow +3 (1d4/19-20 plus poison) 
  Base Atk +2; Grp +2  
  Atk Options poison (Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours) 
  Combat Gear arcanist’s gloves, 2 potions of cure light 
  wounds, potion of shield of faith +2 
  Sorcerer Spells Known (CL 2nd; +2 ranged touch): 
   1st (4/day)—color spray, (DC 16) 
   0 (6/day)—acid splash, electric jolt, flare (DC 15), ray 
  of frost (DC 15), sonic snap (DC 15) 
  Spell-Like Abilities (CL 3rd): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 10, Con 10, Int 15, Wis 14, Cha 17 
  SQ armored mage, drakken familiar, stalwart sorcerer 
  Feats 
  AlertnessB, 
  Combat 
  ExpertiseB, 
  Draconic 
  Heritage (white), Scribe Scroll, Weapon Focus 
  (heavy pick)B, Weapon Proficiency (heavy pick)B  
  Skills Bluff +11, Concentration +5, Diplomacy +5, 
  Disguise +3 (+5 to act in character), Handle Animal 
  +7, Hide +0, Intimidate +2, Knowledge (arcana) +7, 
  Knowledge (nobility & royalty) +3, Listen +6, Move 
  Silently +0, Search +4, Sense Motive +2, Spellcraft 
  +9, Spot  +6  
  Possessions combat gear plus masterwork hand 
  crossbow plus 20 poisoned bolts, masterwork heavy 
  pick, mithral chain shirt, 40 gp 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vlon for 1 
  round. On subsequent rounds, he is dazzled (-1 on 
  attack rolls, saves, and checks) as long as he 
  remains in the affected area.  
   
  SNAKE FAMILIAR 
   
   
  CR—  
  N Tiny animal (dragonblooded) 
  Init +3; Senses blindsense 20 ft., low-light vision, Listen 
  +11, Spot +11 
  Languages empathic link 
  AC 18, touch 15, flat-footed 15 
   (+2 size, +3 Dex, +3 natural) 
  hp 7 (1 HD)  
  Resist improved evasion 
  Fort +2, Ref +4, Will +4 
  Speed 15 ft. (3 squares), climb 15 ft., swim 20 ft. 
  Melee bite +5  (1 plus poison) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -11  
  Atk Options poison (Fort DC 10, 1d6 Con/1d6 Con) 
  Abilities Str 4, Dex 17, Con 10, Int 6, Wis 12, Cha 2 
  Feats AlertnessB  
  Skills Balance +11,Climb +11, Concentration +5,Hide 
  +15, Listen +7, Move Silently +0, Search -3,Spot  +7, 
  Swim +5 (+13 to perform special action) 
  Skills A snake can always choose to take 10 on a Climb 
  or Swim check, even if rushed or threatened. It can 
  use the run action while swimming, provided it swims 
  in a straight line. 
   
  16: WHERE DRAGONS DWELL 
   
   
  ADVANCED ANKHEG 
  CR 4 
  N Large magical beast 
  Init +3; Senses Listen +7, Spot +5 
  AC 21, touch 12, flat-footed 18 
   (-1 size, +3 Dex, +9 natural) 
  hp 37 (4 HD) 
  Fort +8, Ref +6, Will +3 
  Speed 30 ft., burrow 20 ft. 
  Melee bite +9 (2d6+6 plus 1d4 acid)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +12  
  Atk Options grab  
  Special Actions spit acid 
  Abilities Str 18, Dex 16, Con 18, Int 5, Wis 15, Cha 6 
  Feats Alertness, Toughness 
  Skills Climb +7, Listen +7, Spot +5 
  Improved Grab (Ex) To use this ability, an ankheg must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 39 
  of opportunity. If the ankheg is damaged after 
  grabbing its prey, it retreats backward down its tunnel 
  at its land speed (not its burrow speed), dragging the 
  victim with it. 
  Spit Acid (Ex) 30-ft. line, once every 6 hours; damage 
  4d4 acid, Reflex DC 14 half. One such attack 
  depletes the ankheg’s acid supply for 6 hours. It 
  cannot spit acid or deal acid damage during this time. 
  The save DC is Constitution-based. An ankheg does 
  not use this ability unless it is desperate or frustrated. 
  It most often spits acid when reduced to fewer than 
  half its normal hit points or when it has not 
  successfully grabbed an opponent. 
   
   
   
  
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  APL 6 
  1: SOMETHING STINKY THIS WAY COMES 
  VATHRES THE HUNTER 
  CR 9 
  Male drow ranger 8 
  CE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +12, Spot +12 
  Languages Common, Elven, Undercommon  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +4 armor, +2 natural) 
  hp 51 (9 HD)  
  Immune magic sleep effects 
  SR 19 
  Fort +8, Ref +8, Will +5 (+7 against spells and spell-like 
  abilities); +2 against enchantments 
  Weakness light blindness 
  Speed 30 ft. in hide armor (6 squares) 
  Melee +1 spiderkissed rapier +11/+6 (1d6+3/18-20)  
  Ranged mwk hand crossbow +10 (damage) 
  Base Atk +8; Grp +10  
  Atk Options favored enemy elf +4, favored enemy 
  aberration +2, poison (Fort DC 13, 1d6 Con plus 1d6 
  Str/blind) 
  Combat Gear poison, potion of cure light wounds, 
  shedden 
  Ranger Spells Prepared (CL 1st): 
   2nd—briar web 
   1st—delay poison, magic fang 
  Spell-Like Abilities (CL 8th): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 12, Con 13, Int 10, Wis 14, Cha 15 
  SQ animal companion, spot secret doors within 5 ft., 
  wild empathy +12 (+8 magical beasts) 
  Feats EnduranceB, Gift of the Spider Queen, Many 
  ShotB, Rapid ShotB, Spider Companion, Swift 
  TrackerB, TrackB, Vermin Trainer  
  Skills Bluff +2, Handle Animal +9, Hide +11, Intimidate 
  +5, Knowledge (religion) +4, Knowledge (nature) +6 
  Listen 12, Move Silently +5, Ride +3, Search +2, 
  Spot +12, Survival +10 (+12 when above ground in a 
  natural environment),  
  Possessions combat gear plus hand crossbow + 10 
  bolts, +1 spiderkissed rapier, +1 shadow hide armor, 
  +1 cloak of resistance, transmitting drow house 
  insignia 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vathres 
  for 1 round. On subsequent rounds, he is dazzled (-1 
  on attack rolls, saves, and checks) as long as he 
  remains in the affected area.  
  Gift of the Spider Queen (Ex) Vathres can use the 
  following combinations of his daily spell-like abilities 
  to do the following: 
   
   
  Curtain of Darkness:  He can expend one daily 
  use of dancing lights and darkness to extinguish all 
  non-magical light sources within 100 feet. This is not 
  a magical effect; the fires (or other sources such as 
  sunrods) simply go out. This ability does not function 
  on any flame larger than that of a torch or a lantern, 
  so it cannot be used to extinguish a burning building, 
  or as a defense against fire used as a weapon. This 
  is the equivalent of a 2nd-level spell. 
   
   
  Mirror Image: Vathres can expend one daily 
  use of dancing lights and faerie fire to use mirror 
  image (as the spell, except you gain only 1d4 
  images). 
   
   
  See Invisibility: Vathres can expend one daily 
  usage of darkness and faerie fire to use see 
  invisibility (as the spell, except that the duration is 
  only 1 round per caster level). 
   
   
  Blinding Vanish: Vathres can use one daily use 
  of faerie fire, dancing lights and darkness to 
  disappear in a blinding flash of light. All creatures 
  within a 20-foot radius burst are blinded for 1 round; a 
  successful DC 16 Fortitude save reduces the effect to 
  dazzled for 1 round. In addition you become invisible 
  (as the invisibility spell, except the duration is 1 round 
  per caster level). 
   
  EKSVA 
  CR — 
  Monstrous web-spinning spider animal companion 
  N Large vermin 
  Init +3; Senses darkvision 60 ft, tremorsense 60 ft., 
  Listen +0, Spot +4 
  AC 14, touch 12, flat-footed 11 
   (-1 size, +3 Dex, +5 natural) 
  hp 25 (4 HD)  
  Immunities mind-affecting effects 
  Fort +4, Ref +3, Will +0 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee bite +7 (1d6 plus poison)  
  Ranged web +5 ranged touch  (entangled) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +9  
  Atk Options poison (DC 13 Fort, 1d6 Str/1d6 Str) 
  Special Actions web  
  Abilities Str 20, Dex 17, Con 16, Int — , Wis 10, Cha 2 
  SQ tricks (bestow venom, web) vermin traits, web 
  Feats Weapon FinesseB 
  Skills Climb +11, Hide +6, Jump +5, Listen +0, Spot +4, 
  Web (Ex) The spider can throw a web eight times per 
  day. This is similar to an attack with a net but has a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. An entangled 
  creature can escape with a successful DC 13 Escape 
  Artist check, or burst it with a successful DC 17 Str 
  check. Both are standard actions. 
  Trick – bestow venom By succeeding on a DC 15 
  Handle Animal check, Vathres can compel this spider 
  to give up some of its venom. The spider deposits a 
  single dose of venom into the container Vathres 
  indicates. This Handle Animal check takes 1 minute. 
  Vathres is then able to refine this poison into a 
  useable poison on a successful DC 15 Craft 
  (poisonmaking) check. 
  Trick – web On command (DC 15 Handle Animal) 
  shoots a web at the nearest hostile creature. (Drow of 
  the Underdark 46) 
  
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  Skills A monstrous spider can always choose to take 10 
  on Climb checks, even if rushed or threatened.  
   
  3A: THE FRONT GATE & 3B: PURSUIT 
  GUARD SPIDERS 
  CR 5 
  N Large dungeonbred* advanced Huge monstrous 
  spider 
  *Dungeonscape 112 
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +0, Spot +4 
  AC 13, touch 11, flat-footed 11 
   (-1 size, +2 Dex, +2 natural) 
  hp 75 (10 HD)  
  Immune mind-affecting effects 
  Fort +12 (+14 against poison and disease), Ref +5, Will 
  +3 
  Speed 30 ft., climb 20 ft. 
  Melee bite +14/+9 (1d8 plus poison)  
  Ranged web +10 (entangle) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +19 [+4 size, +7 BAB, +8 Str] 
  Atk Options poison, web 
  Abilities Str 27, Dex 15, Con 21, Int — , Wis 10, Cha 3 
  SQ vermin traits 
  Feats Endurance, Improved Natural Attack 
  Skills  Climb +16, Hide +5 (+13 when using webs), 
  Jump +8, Spot +4 
  Tremorsense (Ex) A monstrous spider can detect and 
  pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in 
  contact with the spider’s webs. 
  Web (Ex) The spider can throw a web eight times per 
  day. This is similar to an attack with a net but ha a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. An entangled 
  creature can escape with a successful DC 12 Escape 
  Artist check, or burst it with a successful DC 16 Str 
  check. Both are standard actions. The check DCs are 
  Constitution-based and the Strength check DC 
  includes a +4 racial bonus. Web spinners often 
  create sheets of sticky webbing from 5 to 10 feet 
  square, depending on the size of the spider. They 
  position these sheets to snare flying creatures but 
  can also try to trap prey on the ground. Approaching 
  creatures must succeed on a DC 20 Spot check to 
  notice a web; otherwise they may stumble into it and 
  become trapped as though by a successful web 
  attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to 
  walk on or grab while pulling free. Each 5-foot section 
  of this spider’s web has 6 hit points and sheet webs 
  have damage reduction 5/-. This spider can move 
  across its own web at its climb speed and can 
  pinpoint the location of any creature touching its web. 
  Easy 
  Maintenance 
  (Ex) 
  Dungeonbred 
  monsters 
  consume food and water as if they were one size 
  smaller than they actually are (and thus two sizes 
  smaller than the base creature). Further, all 
  carnivorous dungeonbred monsters that are bred for 
  the same dungeon will eat the same type of prey 
  eagerly, regardless of the base creature used in each 
  case, cutting down on the need to import exotic prey 
  for different monsters. 
  Skills A monstrous spider can always choose to take 10 
  on Climb checks, even if rushed or threatened.  
   
  DROW GUARDS 
  CR 2 
  Male drow fighter 1 
  CE Medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +2, Spot +2 
  Languages 
  Common, 
  Dwarven, 
  Elven, 
  Goblin, 
  Undercommon  
  AC 26, touch 21, flat-footed 23 
   (+3 Dex, +4 armor, +1 shield, +8 improved cover) 
  hp 10 (1 HD)  
  Immune sleep spells and effects 
  SR 12 
  Fort +2, Ref +3 (+7 and improved evasion with 
  improved cover), Will +0 (+2 against spells and spell-
  like abilities); +2 against enchantments 
  Weakness light blindness 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee mwk rapier +4 (1d6/18-20 plus poison)  
  Ranged hand crossbow +5 (1d4/19-20 plus poison) 
  Base Atk +1; Grp +3  
  Atk Options Point Blank Shot, Precise Shot, poison 
  (Fort DC 13, unconscious 1 minute/unconscious 2d4 
  hours) 
  Spell-Like Abilities (CL 1st): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 17, Con 11, Int 14, Wis 10, Cha 10 
  SQ spot secret doors within 5 ft. 
  Feats Point Blank Shot, Precise Shot  
  Skills Climb +4, Handle Animal +4, Hide +1 (+11 with 
  improved cover), Intimidate +4, Jump +0, Listen +2, 
  Ride +7, Search +4, Spot +2, Swim +0  
  Possessions combat gear plus masterwork rapier, 
  masterwork hand crossbow + 10 bolts, chain shirt, 
  small steel shield 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled (-1 
  on attack rolls, saves, and checks) as long as they 
  remain in the affected area.  
   
  7B: FEEDING TIME 
   
   
   
  VALITH BEAR 
  CR 6 
  N Large advanced huge dungeonbred* magical beast  
  *Dungeonscape 112 
  Init +1; Senses Listen +11, Scent, Spot +11 
  Languages understands Elven and Undercommon  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 natural) 
  hp 137 (11 HD)  
  Fort +12 (+14 against poison and disease), Ref +8, Will 
  +3 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +17 each] (1d8+5) and  
  bite +15 (2d6+2)  
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 42 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +22  
  Atk Options Power Attack, improved grab 
  Abilities Str 25, Dex 13, Con 25, Int 2, Wis 12, Cha 10 
  SQ easy maintenance, hardy 
  Feats Alertness, Endurance, Improved Natural AttackB, 
  Multiattack, Power Attack, Track  
  Skills  +14 Listen +11, Spot +11 
  Easy 
  Maintenance 
  (Ex) 
  Dungeonbred 
  monsters 
  consume food and water as if they were one size 
  smaller than they actually are (and thus two sizes 
  smaller than the base creature). Further, all 
  carnivorous dungeonbred monsters that are bred for 
  the same dungeon will eat the same type of prey 
  eagerly, regardless of the base creature used in each 
  case, cutting down on the need to import exotic prey 
  for different monsters. 
  Improved Grab (Ex) To use this ability an owlbear must 
  hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity 
   
  9: INTERROGATION CHAMBER 
  SHALITH 
  CR 6 
  Female drow cleric 5 
  CE Medium humanoid (elf) 
  Init +1; Senses darkvision 120 ft.; Listen +5, Spot +5 
  Languages Common, Elven, Goblin, Undercommon  
  AC 19, touch 10, flat-footed 19 
   (+0 Dex, +8 armor, +1 shield) 
  hp 33 (5 HD)  
  Immune magic sleep effects  
  SR 16 
  Fort +5 Ref +1, Will +7 (+9 against spells and spell-like 
  abilities); +2 against enchantments 
  Weakness light blindness 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee +1 heavy mace +5 (1d8+2)  
  Ranged hand crossbow +3 (1d4/19-20 plus poison) 
  Base Atk +3; Grp +4  
  Atk Options poison (Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours), Profane Agony 
  Special Actions Divine Intercession 
  Combat Gear potion of cat’s grace 
  Cleric Spells Prepared (CL 5th): 
   3rd— blindness, non-detection D, prayer,  
   2nd—shadow shroud, hold person, invisibilityD, 
  spiritual weapon 
   1st—bane, inflict light wounds (DC 14), disguiseD, 
  obscuring mist, shield of faith 
   0—virtue (5) 
  D: Domain spell. Deity: Lolth. Domains: Destruction, 
  Trickery  
  Spell-Like Abilities (CL 5th): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 15 
  SQ spot secret doors within 5 ft. 
  Feats Divine Intercession  
  Skills Bluff +7, Concentration +9, Diplomacy +8, 
  Diplomacy +2 (+4 to act in character), Hide -5, 
  Intimidate +4, Knowledge (religion) +7, Listen +5, 
  Move Silently -6, Search +3, Spot +5 
  Possessions combat gear plus +1 heavy mace, 
  masterwork full plate, holy symbol, hand crossbow 
  with 10 poisoned bolts  
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Shalith for 
  1 round. On subsequent rounds, she is dazzled (-1 
  on attack rolls, saves, and checks) as long as she 
  remains in the affected area.  
  Divine Intercession (Su) Shalith spends three rebuke 
  undead attempts to teleport to any point up to 30 feet 
  away within line of sight This effect functions as a 
  dimension door, except you can’t bring along other 
  creatures 
  Profane Agony (Su) Shalith spends a rebuke undead 
  attempt as a full round action to channel Lolth’s 
  displeasure at a single living creature within 30 feet. 
  That creature takes 3d6 points of non-lethal damage 
  and is sickened for 1 round. A successful DC 12 
  Fortitude save negates the damage but not the 
  sickening effect. 
   
  VALLARA MYRAUN 
  CR 6 
  Male drow fighter 5 
  CE Medium humanoid (elf) 
  Init +4; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Elven, Goblin, Undercommon  
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +4 armor, +1 shieldl) 
  hp 34 (5 HD)  
  Immune magic sleep effects 
  SR 16 
  Fort +4, Ref +5, Will +0 (+2 against spells and spell-like 
  abilities); +2 against enchantments 
  Weakness light blindness 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee +1 rapier +9 (1d6+2/18-20 plus poison)  
  Ranged hand crossbow +10 (1d4/19-20 plus poison) 
  Base Atk +5; Grp +7  
  Atk Options Cleave, Power Attack, poison (Fort DC 13, 
  unconscious 1 minute/unconscious 2d4 hours)  
  Combat Gear potion of cure light wounds 
  Spell-Like Abilities (CL 5th): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 18, Con 11, Int 14, Wis 8, Cha 12 
  SQ spot secret doors within 5 ft. 
  Feats Alertness, Cleave, Hand Crossbow Focus, Power 
  Attack, Weapon Focus (rapier) 
  Skills Climb +0, Handle Animal +10, Hide +2, Intimidate 
  +10, Jump +0, Knowledge (religion) +6, Listen +3, 
  Ride +14, Search +4, Spot +3, Swim +0, 
  Possessions combat gear plus masterwork rapier, 
  masterwork chain mail, hand crossbow and 10 bolts 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vallara for 
  1 round. On subsequent rounds, he is dazzled (-1 on 
  attack rolls, saves, and checks) as long as he 
  remains in the affected area.  
   
  
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  11: WHITE DRAGON MADNESS 
   
   
  IXCRIMVORISK 
  CR 6 
  Female juvenile white dragon sorcerer 1 
  CE Medium dragon (cold) 
  Init +5; Senses blindsense 60 ft., darkvision 120 ft., 
  low-light vision, Listen +17, Spot +14 
  Languages 
  Draconic, 
  Drow 
  Sign 
  Language, 
  Undercommon, empathic link 
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +11 natural) 
  hp 90 (14 HD) 
  Immune cold, sleep, paralysis 
  SR 12 (Spell Resistance) 
  Fort +9, Ref +9, Will +10 
  Weakness vulnerability to fire 
  Speed 60 ft. (12 squares), burrow 30 ft., swim 60 ft., fly 
  200 ft. (poor); icewalking 
  Melee bite +16 (1d8+4) and 2 claws +14(1d6 +3) and 2 
  wings +14 (1d4 +3) 
  Base Atk +12; Grp +16  
  Atk Options Power Attack, clinging breath weapon, 
  frightful presence 
  Sorcerer Spells Known (CL 1st; +5 ranged touch): 
   1st (3/day)—dawnburst, (DC 14), ice dagger 
   0 (5/day)—caltrops, electric jolt, flare (DC 13), sonic 
  snap (DC 13) 
  Spell-Like Abilities (CL 4th): 
   3/day—fog cloud 
  Abilities Str 18, Dex 13, Con 12, Int 12, Wis 10, Cha 13 
  SQ drakken familiar, share spells  
  Feats Ability Focus (breath weapon), Awaken Frightful 
  Presence, Improved Initiative, Multiattack, Power 
  Attack 
   Skills Bluff +6, Concentration +2, Diplomacy +7, Hide 
  +6, 
  Intimidate 
  +9, 
  Knowledge 
  (arcana) 
  +15, 
  Knowledge 
  (dungeoneering) 
  +11, 
  Knowledge 
  (nobility & royalty) +11, Knowledge (nobility & royalty) 
  +11, Knowledge (planes) +6, Listen +17, Move 
  Silently +1, Search +1, Sense Motive +5, Spellcraft 
  +15, Spot +14, Survival +0 (+2 underground or on 
  another plane), Swim +6, Use Magic Device +16 
  (+18 with scrolls) 
  Breath Weapon (Su) 30-ft. cone, 4d6 cold, Reflex DC 
  20 half. 
  Icewalking (Ex) This ability works like the spider climb 
  spell, but the surfaces the dragon climbs must be icy. 
  It is always in effect. 
  BAT FAMILIAR 
   
   
  CR—  
  N Diminutive animal 
  Init +2; Senses blindsense 20 ft., low-light vision, Listen 
  +15, Spot +15 
  Languages empathic link 
  AC 17, touch 16, flat-footed 15 
   (+4 size, +2 Dex, +1 natural) 
  hp 45 (14 HD) 
  Resist improved evasion 
  Fort +8, Ref +8, Will +11 
  Speed 5 ft. (1 square), fly 40 ft. (good) 
  Melee — 
  Space 1 ft.; Reach 0 ft. 
  Base Atk +14; Grp -3  
  Abilities Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 4 
  Feats Alertness  
  Skills Bluff +2, Concentration +10, Diplomacy +3, Hide 
  +19, Intimidate +0,Listen +20 (+16 if blindsense 
  negated), Move Silently +6, Search +3, Sense Motive 
  +7,Spot +20 (+16 if blindsense negated), Survival +3 
  (+5 when underground or on another plane), Swim -5 
   
  VAXDRIS’SHX 
  CR 7 
  Male redspawn arcaniss* 
  *Monster Manual IV 152 
  CE Medium monstrous humanoid (dragonblood, fire) 
  Init +1; Senses darkvision 60 ft., low-light vision; Listen 
  +2, Spot +2 
  Languages Common, Draconic, empathic link 
  AC 18, touch 11, flat-footed 17; armored mage 
   (+1 Dex, +3 armor, +2 shield, +2 natural) 
  hp 52 (8 HD); fire spell affinity 
  Immune fire, paralysis, sleep 
  Fort +4, Ref +7, Will +6 
  Weakness vulnerability to cold 
  Speed 40 ft. in studded leather armor (8 squares) 
  Melee mwk heavy mace +9/+4 (1d8) 
  Base Atk +8; Grp +8  
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of shield of faith (+3), potion of 
  cure moderate wounds 
  Sorcerer Spells Known (CL 6th; +10 ranged touch; +8  
  melee touch): 
   3rd (4/day)—fireball (DC 16, CL 8th) 
   2nd (6/day)—Melf’s acid arrow, scorching ray (CL 
  8th) 
   1st (8/day)—burning hands (DC 14; CL 8th), chill 
  touch (DC 14); magic missile, true strike 
   0 (6/day)—acid splash, ghost sound (DC 13), 
  message, ray of frost, touch of fatigue DC 13) 
  Abilities Str 12, Dex 12, Con 12, Int 13, Wis 14, Cha 21 
  SQ familiar, share spells  
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ranged touch)  
  Skills Concentration +13, Jump +4, Knowledge 
  (arcana) +11, Listen +2, Spot +2 
  Possessions combat gear plus masterwork studded 
  leather armor, +1 buckler, masterwork heavy mace, 
  spell component pouch, gold pendant shaped like a 
  red dragon’s head worth 100 gp 
  Fire Spell Affinity (Ex) A redspawn arcaniss casts fire 
  spells at +2 caster level. In addition, the redspawn 
  arcaniss heals 2 points of damage per spell level 
  each time it casts a fire spell. 
  Armored Mage (Ex) A redspawn arcaniss can wear 
  light armor and use light shields without an arcane 
  spell failure chance.  
   
  
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  BAT FAMILIAR 
   
   
  CR—  
  N Diminutive animal 
  Init +2; Senses blindsense 20 ft., low-light vision, Listen 
  +20, Spot +8 
  Languages empathic link  
  AC 17, touch 16, flat-footed 15 
   (+4 size, +2 Dex, +1 natural) 
  hp 26 (4 HD)  
  Resist improved evasion 
  Fort +2, Ref +4, Will +8 
  Speed 5 ft. (1 square), fly 40 ft. (good) 
  Melee — 
  Space 1 ft.; Reach 0 ft. 
  Base Atk +8; Grp -9  
  Abilities Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 4 
  Feats Alertness 
  Skills Hide +14, Knowledge (arcana) +9, Listen +8 (+4 
  if blindsense negated), Move Silently +6, Spot +20 
  (+16 if blindsense negated) 
   
  12: SNOW DOME 
   
   
   
  ADVANCED ICE MEPHIT 
  CR 3 
  N Small outsider (air, cold, extraplanar) 
  Init +8; Senses darkvision 60 ft., Listen +7, Spot +7 
  Languages Common, Auran  
  AC 19, touch 15, flat-footed 15; Dodge 
   (+1 size, +4 Dex, +4 natural) 
  hp 17 (4 HD); fast healing 2; DR 5/magic 
  Immune cold 
  Fort +4, Ref +8, Will +4 
  Weakness vulnerability to fire 
  Speed 30 ft. (6 squares), fly 50 ft. (perfect) 
  Melee 2 claws +5 (1d3 plus 1d4 cold) 
  Base Atk +4; Grp +0  
  Atk 
  Options 
  breath 
  weapon, 
  spell-like 
  abilities, 
  summon mephit 
  Spell-Like Abilities (CL varies): 
   1/day—magic missile (CL 3rd) 
   1/hour—chill metal (DC 14; CL 6th) 
  Abilities Str 10, Dex 18, Con 10, Int 6, Wis 11, Cha 15 
  Feats Dodge, Improved Initiative 
  Skills Bluff +9, Diplomacy +6, Disguise +2 (+4 acting), 
  Escape Artist +11, Hide +15, Listen +7, Move Silently 
  +11, Spot +7, Use Rope +4 (+6 with bindings)  
  Breath Weapon (Su) A mephit can use its breath 
  weapon once every 1d4 rounds as a standard action. 
  10 foot cone of ice shards, damage 1d4 cold, Reflex 
  DC 12 half. Living creatures that fail their saves are 
  tormented by frostbitten skin and frozen eye s unless 
  they have immunity to cold or are otherwise 
  protected. This effect imposes a -4 penalty to AC and 
  a -2 penalty on attack rolls for 3 rounds. The save DC 
  is Constitution-based and includes a +1 racial bonus. 
  Fast Healing (Ex) Mephits heal 2 points of damage per 
  round, provided they are still alive and certain 
  conditions are met. An ice mephit heals only if it is 
  touching a piece of ice of at least Tiny size or if the 
  ambient temperature is 32 degrees F. or below. 
  Summon Mephit (Sp) Once per day, a mephit can 
  attempt to summon another mephit of the same 
  variety, much the same as a summon monster spell, 
  but with only a 25% chance of success. Roll d%. On 
  a failure, no creature answers the summons that day. 
  A mephit that has just been summoned cannot use 
  its own summon ability for 1 hour. This ability is the 
  equivalent of a 2nd-level spell.  
   
  13: PRIVATE QUARTERS 
   
   
  ACID ORB TRAP 
  CR 4 
  Description see text. 
  Search DC 28; Type magic 
  Trigger touch and lock not released in 2 rounds; Init +4 
  Effect If the door is tampered with and the lock not 
  released 2 rounds after the tampering begins, then 
  an acid orb (as the spell) is triggered; the trap sets off 
  an alarm spell in the map room that alerts Vlon 
  Duration instantaneous (see acid orb text in Appendix 
  2) 
  Destruction AC 10; hp 30; hardness 5 
  Disarm Disable Device DC 28 
   
  14: LITTLE LIZARD’S LIBRARY 
   
   
  ADVANCED CARRION CRAWLER CR 5 
  N Large aberration 
  Init +3; Senses darkvision 60 ft., scent; Listen +7, Spot 
  +7 
  AC 18, touch 13, flat-footed 15 
   (-1 size, +3 Dex, +6 natural) 
  hp 37 (6 HD) 
  Fort +4, Ref +5, Will +7 
  Speed 30 ft. (6 squares), climb 15 ft. 
  Melee 8 tentacles +5 (paralysis) and 
  bite +3 (1d4+1) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8  
  Atk Options Combat Reflexes, paralysis (DC 13 Fort, 
  paralyzed 1d4 rounds) 
  Abilities Str 14, Dex 16, Con 14, Int 1, Wis 15, Cha 6 
  Feats AlertnessB, Combat Reflexes, Multiattack, Track 
  Skills  Climb +13, Listen +7, Spot +7 
  Paralysis (Ex) Those hit by a carrion crawler’s tentacle 
  attack must succeed on a DC 13 Fortitude save or be 
  paralyzed for 2d4 rounds.  
  Skills Carrion crawlers can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  15: THE MAP ROOM  
   
  VLON JAELKAL 
  CR 4 
  Male drow fighter1/sorcerer 2 
  CE Medium humanoid (drow, dragonblooded) 
  Init +0; Senses darkvision 120 ft., Listen +6, Spot +6 
  Languages Common, Draconic, Drow Sign Language, 
  Elven, Undercommon  
  AC 14, touch 10, flat-footed 14 
   (+0 Dex, +4 armor) 
  hp 15 (3 HD)  
  Immune magic sleep effects 
  
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  Page 45 
  SR 13 
  Fort +2, Ref +0, Will +5 (+7 spells and spell-like 
  abilities); +2 against enchantments; +1 against sleep, 
  paralysis, and cold 
  Weakness light blindness 
  Speed 30 ft. in mithral chain shirt (6 squares) 
  Melee heavy pick +4 (1d8/x4)  
  Ranged mwk light crossbow +3 (1d4/19-20 plus poison) 
  Base Atk +2; Grp +2  
  Atk Options poison (Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours) 
  Combat Gear arcanist’s gloves, 2 potions of cure light 
  wounds, potion of shield of faith (+2) 
  Sorcerer Spells Known (CL 2nd; +2 ranged touch): 
   1st (4/day)—color spray, (DC 16) 
   0 (6/day)—acid splash, electric jolt, flare (DC 15), ray 
  of frost (DC 15), sonic snap (DC 15) 
  Spell-Like Abilities (CL 3rd): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 10, Con 10, Int 15, Wis 14, Cha 17 
  SQ armored mage, drakken familiar, stalwart sorcerer 
  Feats 
  AlertnessB, 
  Combat 
  ExpertiseB, 
  Draconic 
  Heritage (white), Scribe Scroll, Weapon Focus 
  (heavy pick)B, Weapon Proficiency (heavy pick)B ,  
  Skills Bluff +11, Concentration +5, Diplomacy CC +5, 
  Disguise +3 (+5 to act in character), Handle Animal 
  +7, Hide +0, Intimidate +2, Knowledge (arcana) +7, 
  Knowledge (nobility & royalty) +3, Listen +6, Move 
  Silently +0, Search +4, Sense Motive +2, Spellcraft 
  +9, Spot +6 
  Possessions combat gear plus mwk hand crossbow 
  plus 20 poisoned bolts, mwk heavy pick, mithral 
  chain shirt, 40 gp 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vlon for 1 
  round. On subsequent rounds, he is dazzled (-1 on 
  attack rolls, saves, and checks) as long as he 
  remains in the affected area.  
   
  SNAKE FAMILIAR 
   
   
  CR—  
  N Tiny animal 
  Init +3; Senses blindsense 20 ft., low-light vision, Listen 
  +11, Spot +11 
  Languages empathic link 
  AC 18, touch 15, flat-footed 15 
   (+2 size, +3 Dex, +3 natural) 
  hp 7 (1 HD)  
  Resist improved evasion 
  Fort +2, Ref +4, Will +4 
  Speed 15 ft. (3 squares), climb 15 ft., swim 20 ft. 
  Melee bite +5  (1 plus poison) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -11  
  Atk Options poison (Fort DC 10, 1d6 Con/!d6/Con) 
  Abilities Str 4, Dex 17, Con 10, Int 6, Wis 12, Cha 2 
  Feats AlertnessB 
  Skills Balance +11, Bluff -1, Climb +11, Diplomacy -1, 
  Disguise -2 (+0 to act in character), Handle Animal 
  +0, Hide +15, Knowledge (arcana) +2, Knowledge 
  (nobility & royalty) -2, Listen +7, Move Silently +0 , 
  Search -3, Sense Motive +1 , Spellcraft +2 , Spot  +7, 
  Swim +5 (+13 to perform special action) 
  Skills 
  A snake can always choose to take 10 on a 
  Climb and Swim check, even if rushed or threatened. 
  It can use the run action while swimming, provided it 
  swims in a straight line. 
  
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  APL 8 
  1: SOMETHING STINKY THIS WAY COMES 
  VATHRES THE HUNTER 
  CR 11 
  Male drow ranger 10 
  CE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen +12, Spot +12 
  Languages Common, Elven, Undercommon  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 armor, +2 natural) 
  Miss chance 20% (+1 blurring shadow hide armor) 
  hp 63 (11 HD)  
  Immune magic sleep effect  
  SR 19 
  Fort +9, Ref +9, Will +6 (+8 against spells and spell-like 
  abilities); +2 against enchantments 
  Resist evasion 
  Weakness light blindness 
  Speed 20 ft. in hide armor (4 squares), base speed 30 
  ft. 
  Melee +1 spiderkissed rapier +13/+8 (1d6+3/18-20)  
  Ranged mwk hand crossbow +13/+8 (1d4/19-20) 
  Base Atk +10; Grp +12  
  Atk Options favored enemy aberration +2, favored 
  enemy dwarf +4, favored enemy elf +6, poison (Fort 
  DC 13, 1d6 Con + 1d6 Str/blind) 
  Combat Gear poison, potion of cure light wounds, 
  shedden 
  Ranger Spells Prepared (CL 1st): 
   2nd—briar web, greater magic fang 
   1st—delay poison, magic fang 
  Spell-Like Abilities (CL 10th): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 12, Con 13, Int 10, Wis 14, Cha 15 
  SQ animal companion, spot secret doors within 5 ft., 
  wild empathy +14 (+10 magical beasts) 
  Feats Dodge, EnduranceB, Gift of the Spider Queen, 
  Many ShotB, Rapid ShotB, Swift TrackerB, TrackB, 
  Vermin Trainer 
  Skills Bluff +2, Handle Animal +9, Hide +11, Intimidate 
  +5, Knowledge (dungeoneering) +6, Knowledge 
  (religion) +4, Knowledge (nature) +6 Listen 12, Move 
  Silently +5, Ride +3, Search +2, Spot +12, Survival 
  +17 (+19 when above ground in a natural 
  environment, or underground) 
  Possessions combat gear plus hand crossbow + 10 
  bolts, +1 spiderkissed rapier, +1 blurring shadow hide  
  armor, +1 cloak of resistance, transmitting drow 
  house insignia 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vathres 
  for 1 round. On subsequent rounds, he is dazzled (-1 
  on attack rolls, saves, and checks) as long as he 
  remains in the affected area.  
  Gift of the Spider Queen (Ex) Vathres can use the 
  following combinations of his daily spell-like abilities 
  to do the following: 
   
   
  Curtain of Darkness:  He can expend one daily 
  use of dancing lights and darkness to extinguish all 
  non-magical light sources within 100 feet. This is not 
  a magical effect; the fires (or other sources such as 
  sunrods) simply go out. This ability does not function 
  on any flame larger than that of a torch or a lantern, 
  so it cannot be used to extinguish a burning building, 
  or as a defense against fire used as a weapon. This 
  is the equivalent of a 2nd-level spell. 
   
   
  Mirror Image: Vathres can expend one daily 
  use of dancing lights and faerie fire to use mirror 
  image (as the spell, except you gain only 1d4 
  images). 
   
   
  See Invisibility: Vathres can expend one daily 
  usage of darkness and faerie fire to use see 
  invisibility (as the spell, except that the duration is 
  only 1 round per caster level). 
   
   
  Blinding vanish: Vathres can use one daily use 
  of faerie fire, dancing lights and darkness to 
  disappear in a blinding flash of light. All creatures 
  within a 20-foot radius burst are blinded for 1 round; a 
  successful DC 16 Fortitude save reduces the effect to 
  dazzled for 1 round. In addition you become invisible 
  (as the invisibility spell, except the duration is 1 round 
  per caster level). 
   
  EKSVA 
  CR — 
  Monstrous web-spinning spider animal companion 
  N Large vermin 
  Init +3; Senses darkvision 60 ft, tremorsense 60 ft., 
  Listen +0, Spot +4 
  AC 14, touch 12, flat-footed 11 
   (-1 size, +3 Dex, +5 natural) 
  hp 25 (4 HD)  
  Immunities mind-affecting effects 
  Fort +4, Ref +3, Will +0 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee bite +7 (1d6 plus poison)  
  Ranged web +5 ranged touch  (entangled) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +9  
  Atk Options poison (DC 13 Fort, 1d6 Str/1d6 Str) 
  Special Actions web  
  Abilities Str 20, Dex 17, Con 16, Int — , Wis 10, Cha 2 
  SQ link, share spells, tricks (bestow venom, web)  
  Feats Weapon FinesseB 
  Skills Climb +11, Hide +6, Jump +5, Listen +0, Spot +4 
  Web (Ex) The spider can throw a web eight times per 
  day. This is similar to an attack with a net but has a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. An entangled 
  creature can escape with a successful DC 13 Escape 
  Artist check, or burst it with a successful DC 17 Str 
  check. Both are standard actions. 
  Trick – bestow venom By succeeding on a DC 15 
  Handle Animal check, Vathres can compel this spider 
  to give up some of its venom. The spider deposits a 
  single dose of venom into the container Vathres 
  indicates. This Handle Animal check takes 1 minute. 
  Vathres is then able to refine this poison into a 
  useable poison on a successful DC 15 Craft 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 47 
  (poisonmaking) check. 
  Trick – web On command (DC 15 Handle Animal) 
  shoots a web at the nearest hostile creature. (Drow of 
  the Underdark: 46) 
  Skills A monstrous spider can always choose to take 10 
  on Climb checks, even if rushed or threatened.  
   
  3A: THE FRONT GATE & 3B: PURSUIT 
  GUARD SPIDERS 
  CR 6 
  N Large dungeonbred* advanced huge monstrous 
  spider  
  *Dungeonscape 112 
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +0, Spot +4,  
  AC 14, touch 12, flat-footed 11 
   (-1 size, +3 Dex, +2 natural) 
  hp 95 (12 HD)  
  Immune mind-affecting effects 
  Fort +13 (+15 against poison and disease), Ref +7, Will 
  +4 
  Speed 30 ft., climb 20 ft. 
  Melee bite +16/+11 (1d8 plus poison)  
  Ranged weapon +12 (entangle) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +21  
  Atk Options poison, web 
  Abilities Str 27, Dex 16, Con 21, Int — , Wis 10, Cha 3 
  SQ easy maintenance, vermin traits 
  Feats Endurance, Improved Natural Attack, 
  Skills  Climb +16, Hide +5 (+13 when using webs), 
  Jump +8, Spot +4 
  Easy 
  Maintenance 
  (Ex) 
  Dungeonbred 
  monsters 
  consume food and water as if they were one size 
  smaller than they actually are (and thus two sizes 
  smaller than the base creature). Further, all 
  carnivorous dungeonbred monsters that are bred for 
  the same dungeon will eat the same type of prey 
  eagerly, regardless of the base creature used in each 
  case, cutting down on the need to import exotic prey 
  for different monsters. 
  Tremorsense (Ex) A monstrous spider can detect and 
  pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in 
  contact with the spider’s webs. 
  Web (Ex) The spider can throw a web eight times per 
  day. This is similar to an attack with a net but ha a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. An entangled 
  creature can escape with a successful DC 12 Escape 
  Artist check, or burst it with a successful DC 16 Str 
  check. Both are standard actions. The check DCs are 
  Constitution-based and the Strength check DC 
  includes a +4 racial bonus. Web spinners often 
  create sheets of sticky webbing from 5 to 10 feet 
  square, depending on the size of the spider. They 
  position these sheets to snare flying creatures but 
  can also try to trap prey on the ground. Approaching 
  creatures must succeed on a DC 20 Spot check to 
  notice a web; otherwise they may stumble into it and 
  become trapped as though by a successful web 
  attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to 
  walk on or grab while pulling free. Each 5-foot section 
  of this spider’s web has 6 hit points and sheet webs 
  have damage reduction 5/-. This spider can move 
  across its own web at its climb speed and can 
  pinpoint the location of any creature touching its web. 
  Skills A monstrous spider can always choose to take 10 
  on Climb checks, even if rushed or threatened.  
   
  DROW GUARDS 
  CR 6 
  Male drow fighter 5 
  CE Medium humanoid (elf) 
  Init +7; Senses darkvision 120 ft.; Listen +2, Spot +2 
  Languages 
  Common, 
  Dwarf, 
  Elven, 
  Goblin, 
  Undercommon  
  AC 26, touch 21, flat-footed 23 
   (+4 Dex, +4 armor, +1 shield, +8 improved cover) 
  hp 35 (5 HD)  
  SR 12 
  Fort +4, Ref +5, (+9 and improved evasion with 
  improved cover) Will +1 (+3 against spells and spell-
  like abilities, +3 against enchantments) 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee mwk rapier +8 (1d6+2/18-20 plus poison) 
  Ranged 2 +1 hand crossbow +12 (1d4+4/19-20 plus 
  poison) 
  Base Atk +5; Grp +7  
  Atk Options Point Blank Shot, Precise Shot, poison 
  (Fort DC 13, unconscious 1 minute/unconscious 2d4 
  hours) 
  Combat Equipment 2 potion of cure moderate wounds  
  Spell-Like Abilities (CL 1st): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 18, Con 11, Int 14, Wis 10, Cha 10 
  SQ spot secret doors within 5 ft. 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Hand Crossbow Focus, Weapon Specialization 
  (hand crossbow)  
  Skills  Climb +9, Handle Animal +8, Hide +3 (+13 with 
  improved cover), Intimidate +8, Jump +1, Listen +2, 
  Ride +12, Search +4, Spot +2, Swim +1 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork small steel shield, masterwork rapier, +1 
  hand crossbow and 10 +1 bolts  
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled (-1 
  on attack rolls, saves, and checks) as long as they 
  remain in the affected area.  
   
  4A: REINFORCEMENTS OR 5: 
  CHECKPOINT CHARLIE 
  DROW GUARDS 
  CR 2 
  Male drow fighter 1 
  CE Medium humanoid (elf) 
  Init +3; Senses darkvision 120 ft.; Listen +2, Spot +2 
  Languages 
  Common, 
  Dwarven, 
  Elven, 
  Goblin, 
  Undercommon  
  
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  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +4 armor, +1 shield) 
  hp 10 (1 HD)  
  Immune magic sleep effects  
  SR 12 
  Fort +2, Ref +3, Will +0 (+2 against spells and spell-like 
  abilities); +2 against enchantments 
  Weakness light blindness 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee mwk rapier +5 (1d6/18-20 plus poison)  
  Ranged mwk hand crossbow +6 (1d4/19-20 plus 
  poison) 
  Base Atk +1; Grp +3  
  Atk Options poison (Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours) 
  Combat Gear potion of cure light wounds 
  Spell-Like Abilities (CL 1st) 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 17, Con 11, Int 14, Wis 10, Cha 10 
  SQ spot secret doors within 5 ft. 
  Feats Hand Crossbow Focus, Weapon Focus (rapier)  
  Skills Climb +2, Handle Animal +4, Hide +0, Intimidate 
  +4, Jump -1, Listen +2, Ride +7, Search +4, Spot +2, 
  Swim -1 
  Possessions combat gear plus masterwork rapier, 
  masterwork hand crossbow + 10 bolts, chain shirt, 
  small steel shield 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round. On subsequent rounds, they are dazzled (-1 
  on attack rolls, saves, and checks) as long as they 
  remain in the affected area.  
   
  7B: FEEDING TIME 
   
   
   
  VALITH BEAR 
  CR 8 
  N Large advanced dungeonbred* magical beast  
  *Dungeonscape 112 
  Init +1; Senses Listen +13, Scent, Spot +13 
  Languages understands Elven and Undercommon  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 natural) 
  hp 157 (15 HD)  
  Fort +18 (+20 against poison and disease), Ref +10, 
  Will +7 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +21 each (1d8+8) and  
  bite +19 (2d6+4)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +15; Grp +26  
  Atk Options Improved Bull Rush, Power Attack, 
  improved grab 
  Abilities Str 29, Dex 12, Con 28, Int 4, Wis 15, Cha 9 
  SQ easy maintenance, hardy 
  Feats Alertness, Endurance, Improved Natural Attack, 
  Improved Bull Rush, Multiattack, Power Attack, Track  
  Skills Listen +13, Spot +13 
  Improved Grab (Ex) To use this ability an owlbear must 
  hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. 
  Easy 
  Maintenance 
  (Ex) 
  Dungeonbred 
  monsters 
  consume food and water as if they were one size 
  smaller than they actually are (and thus two sizes 
  smaller than the base creature). Further, all 
  carnivorous dungeonbred monsters that are bred for 
  the same dungeon will eat the same type of prey 
  eagerly, regardless of the base creature used in each 
  case, cutting down on the need to import exotic prey 
  for different monsters. 
   
  9: INTERROGATION CHAMBER 
  SHALITH 
  CR 8 
  Female drow cleric 7 
  CE Medium humanoid (elf) 
  Init +1; Senses darkvision 120 ft.; Listen +5, Spot +5 
  Languages Common, Elven, Goblin, Undercommon  
  AC 19, touch 10, flat-footed 19 
   (+0 Dex, +8 armor, +1 shield) 
  hp 45 (7 HD)  
  Immune magic sleep effects  
  SR 18 
  Fort +6 Ref +2, Will +8 (+10 against spells and spell-
  like abilities; +2 against enchantments 
  Weakness light blindness 
  Speed 20 ft. in plate mail (4 squares), base speed 30 ft. 
  Melee +1 heavy mace +7 (1d8+2) 
  Ranged hand crossbow +5 (1d4/19-20 plus poison) 
  Base Atk +5; Grp +6  
  Atk Options Profane Agony, poison (Fort DC 13, 
  unconscious 1 minute/unconscious 2d4 hours)  
  Special Actions Divine Intercession 
  Combat Gear potion of cure moderate wounds 
  Cleric Spells Prepared (CL 5th; +8  melee touch): 
   4th—confusion D (DC 17), poison (DC 16) 
   3rd— bestow curse (DC 16), blindness (DC 16 Fort 
  negates), non-detection D, prayer,  
   2nd—shadow shroud, 2 hold person (DC 15, 
  invisibilityD, spiritual weapon 
   1st—bane (DC 14), inflict light wounds (DC 14), 
  disguiseD, obscuring mist, shield of faith 
   0—virtue (6) 
  D: Domain spell. Deity: Lolth. Domains: Destruction, 
  Trickery  
  Spell-Like Abilities (CL 5th): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 15 
  SQ spot secret doors within 5 ft. 
  Feats Divine Intercession  
  Skills Bluff +7, Concentration +11, Diplomacy +8, 
  Diplomacy +2 (+4 to act in character), Hide -5, 
  Intimidate +4, Knowledge (religion) +11, Listen +5, 
  Move Silently -6, Search +3, Spot +5 
  Possessions combat gear plus +1 heavy mace, full 
  plate, holy symbol, hand crossbow with 10 poisoned 
  bolts  
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Shalith for 
  1 round. On subsequent rounds, she is dazzled (-1 
  on attack rolls, saves, and checks) as long as she 
  remains in the affected area.  
  
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  Divine Intercession (Su) Shalith spends three turn or 
  rebuke undead attempts to teleport to any point up to 
  30 feet away within line of sight. This effect functions 
  as a dimension door, except you can’t bring along 
  other creatures 
  Profane Agony (Su) Shalith spends a rebuke undead 
  attempt as a full round action to channel Lolth’s 
  displeasure at a single living creature within 30 feet. 
  That creature takes 3d6 points of non-lethal damage 
  and is sickened for 1 round. A successful DC 12 
  Fortitude save negates the damage but not the 
  sickening effect. 
   
  VALLARA MYRAUN 
  CR 8 
  Male drow fighter 7 
  CE Medium humanoid (elf) 
  Init +4; Senses darkvision 120 ft.; Listen +3, Spot +3 
  Languages Common, Elven, Goblin, Undercommon  
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +5 armor, +1 shieldl) 
  hp 46 (6 HD)  
  Immune magic sleep effects  
  SR 18 
  Fort +5, Ref +6, Will +1 (+3 against spells and spell-like 
  abilities); +2 bonus against enchantments 
  Weakness light blindness 
  Speed 30 ft. in masterwork chain shirt (6 squares) 
  Melee +1 rapier +10/+5 (1d6+4/18-20 plus poison) 
  Ranged hand crossbow +11/+6 (1d4/19-20 plus poison) 
  Base Atk +6; Grp +8  
  Atk Options Cleave, Combat Reflexes, Power Attack, 
  poison 
  (Fort 
  DC 
  13, 
  unconscious 
  1 
  minute/unconscious 2d4 hours) 
  Combat Gear potion of cure light wounds 
  Spell-Like Abilities (CL 7th): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 14, Dex 18, Con 11, Int 14, Wis 8, Cha 12 
  SQ spot secret doors within 5 ft. 
  Feats Alertness, Cleave, Combat Reflexes, Power 
  Attack, 
  Weapon 
  Focus 
  (rapier), 
  Weapon 
  Specialization (rapier), 
  Skills Climb +0, Handle Animal +12, Hide +3, Intimidate 
  +12, Jump +1, Knowledge (religion) +6, Listen +3, 
  Ride +16, Search +4, Spot +4, Swim +0, 
  Possessions combat gear plus +1 rapier, +1 chain 
  mail, hand crossbow with 10 bolts, masterwork small 
  steel shield 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vallara for 
  1 round. On subsequent rounds, he is dazzled (-1 on 
  attack rolls, saves, and checks) as long as he 
  remains in the affected area.  
   
  13: WHITE DRAGON MADNESS 
   
  IXCRIMVORISK 
  CR 8 
  Female young adult white dragon sorcerer 2 
  CE Large dragon (cold) 
  Init +5; Senses blindsense 60 ft., darkvision 120 ft., 
  low-light vision, Listen +17, Spot +14 
  Aura frightful presence (DC 22, 150 ft. radius) 
  Languages 
  Draconic, 
  Drow 
  Sign 
  Language, 
  Undercommon  
  AC 25, touch 11, flat-footed 24 
   (+1 Dex, +14 natural) 
  hp 127 (15 HD); DR 5/magic 
  Immune cold, sleep, and paralysis 
  Fort +10, Ref +9, Will +10 
  Weakness vulnerability to fire 
  Speed 60 ft. (12 squares), burrow 30 ft., swim 60 ft., fly 
  200 ft. (poor); icewalking 
  Melee bite +20 (2d6+5) and  
  2 claws +18 (1d8 +5) and  
  2 wings +18 (1d6 +5) and  
  tail slap +18 (1d8 +5) 
  Space 10 ft.; Reach 5 ft. (10 ft with bite) 
  Base Atk +16; Grp +25  
  Atk Options Power Attack 
  Special Actions Clinging Breath, frightful presence 
  Sorcerer Spells Known (CL 2nd; +5 ranged touch): 
   1st (3/day)—dawnburst, (DC 14), ice dagger (+5 
  ranged touch)  
   0 (5/day)—caltrops, electric jolt, flare (DC 13 es), 
  sonic snap (DC 13) 
  Spell-Like Abilities (CL 4th): 
   3/day—fog cloud 
  Abilities Str 20, Dex 13, Con 14, Int 12, Wis 10, Cha 15 
  SQ drakken familiar 
  Feats, Ability Focus (breath weapon), Awaken Frightful 
  Presence, Clinging Breath, Improved Initiative, 
  Multiattack, Power Attack 
  Skills Bluff +7, Hide +6, Intimidate +10, Knowledge 
  (arcana) +16, Knowledge (dungeoneering) +12, 
  Knowledge (nobility & royalty) +12, Knowledge 
  (planes) +7, Listen +17 Move Silently +1, Search +1, 
  Sense Motive +5, Spellcraft +16*, Spot +14, Survival 
  +0 (+2 underground, or on another plane), Swim +6,   
  Clinging Breath Weapon (Su) 40-ft. cone, 5d6 cold, 
  Reflex DC 22 half. The breath weapon clings to 
  anything caught in its area. A clinging breath weapon 
  lasts for 1 round. In the round after Ixcrimvorisk 
  breathes, the clinging breath weapon deals half of the 
  damage it dealt in the previous round. Creatures that 
  avoid damage from the breath weapon (such as 
  creatures with the evasion special quality or 
  incorporeal creatures) do not take the extra damage.  
   
   
  A foe can take a full-round action to attempt to 
  remove the clinging breath weapon before taking any 
  additional damage. It takes a successful DC 22 
  Reflex saving throw to remove the effect. Rolling 
  around on the ground grants a +2 bonus on the 
  saving throw, but leaves the foe prone. A clinging 
  breath weapon cannot be removed or smothered by 
  jumping into water. A clinging breath weapon can be 
  magically dispelled (DC 22). 
   
   
  When she uses this feat, Ixcrimvorisk must 
  cannot use her breath weapon again for 1d4+1 
  rounds. 
  Icewalking (Ex) This ability works like the spider climb 
  spell, but the surfaces the dragon climbs must be icy. 
  It is always in effect. 
   
  
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  BAT FAMILIAR 
   
   
  CR—  
  N Diminutive animal 
  Init +2; Senses blindsense 20 ft., low-light vision, Listen 
  +20, Spot +20 
  Languages empathic link 
  AC 17, touch 16, flat-footed 15 
   (+4 size, +2 Dex, +1 natural) 
  hp 63 (15 HD)  
  Resist improved evasion 
  Fort +8, Ref +10, Will +13 
  Speed 5 ft. (1 square), fly 40 ft. (good) 
  Melee — 
  Space 1 ft.; Reach 0 ft. 
  Base Atk +16; Grp -1  
  Abilities Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 4 
  Feats Alertness 
  Skills Hide +20, Intimidate +0,Listen +20 (+16 if 
  blindsense negated), Move Silently +6, Search +3, 
  Spot +20 (+16 if blindsense negated), Survival +2, 
  Swim -5  
   
  Blindsense (Ex) A bat notices and locates creatures 
  within 
  20 
  feet. 
  Opponents 
  still 
  have 
  100% 
  concealment against a creature with blindsense. 
   
  VAXDRIS’SHX 
  CR 7 
  Male redspawn arcaniss* sorcerer 1 
  *Monster Manual IV 152 
  CE Medium monstrous humanoid (dragonblood, fire) 
  Init +1; Senses darkvision 60 ft., low-light vision; Listen 
  +2, Spot +2 
  Languages Common, Draconic, empathic link 
  AC 18, touch 11, flat-footed 17; armored mage 
   (+1 Dex, +3 armor, +2 shield, +2 natural) 
  hp 55 (9 HD); fire spell affinity 
  Immune fire, paralysis, sleep 
  Fort +4, Ref +7, Will +8 
  Weakness vulnerability to cold 
  Speed 40 ft. in studded leather (8 squares) 
  Melee mwk heavy mace +9/+4 (1d8) 
  Base Atk +8; Grp +8  
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of shield of faith (+5), potion of 
  cure moderate wounds 
  Sorcerer Spells Known (CL 7th; +10 ranged touch): 
   3rd (5/day)—fireball (DC 16; CL 8th), spiderskin (DC 
  15) 
   2nd (7/day)—frost breath (DC 14), Melf’s acid arrow 
  (+10 ranged touch; +2 damage), scorching ray (+10 
  ranged touch; CL 8th; +2 damage) 
   1st (8/day)—burning hands (DC 14; CL 8th), chill 
  touch (+9 melee touch; DC 14); dawnburst (DC 13), 
  magic missile, true strike 
   0 (6/day)—acid splash (+10 ranged touch, +2 
  damage), ghost sound (DC 13), ice dagger (+10 
  ranged touch, +2 damage), electric jolt (+10 ranged 
  touch, +2 damage), message, ray of frost (+10 
  ranged touch, +2 damage), touch of fatigue (+9 
  melee touch; DC 13) 
  Abilities Str 12, Dex 12, Con 12, Int 13, Wis 14, Cha 21 
  SQ share spells  
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ranged touch), Ranged Spell Specialization 
  Skills Concentration +13, Jump +4, Knowledge 
  (arcane) +11, Listen +2, Spellcraft +5Spot +2 
  Possessions combat gear plus masterwork studded 
  leather armor, +1 buckler, masterwork heavy mace, 
  spell component pouch, gold pendant shaped like a 
  red dragon’s head worth 100 gp 
  Fire Spell Affinity (Ex) A redspawn arcaniss casts fire 
  spells at +2 caster level. In addition, the redspawn 
  arcaniss heals 2 points of damage per spell level 
  each time it casts a fire spell. 
  Armored Mage (Ex) A redspawn arcaniss can wear 
  light armor and use light shields without an arcane 
  spell failure chance. Complete Arcane 12 
   
  BAT FAMILIAR 
   
   
  CR—  
  N Diminutive animal 
  Init +2; Senses blindsense 20 ft., low-light vision, Listen 
  +8, Spot +20 
  Languages empathic link 
  AC 17, touch 16, flat-footed 15 
   (+4 size, +2 Dex, +1 natural) 
  Resist improved evasion 
  hp 27 (1/4d8 or 9 HD);  
  Fort +2, Ref +9, Will +10 
  Speed 5 ft. (1 square), fly 40 ft. (good) 
  Melee — 
  Space 1 ft.; Reach 0 ft. 
  Base Atk +8; Grp -9  
  Abilities Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 4 
  Feats Alertness, Improved EvasionB  
  Skills Hide +14, Listen +8 (+4 if blindsense negated), 
  Move Silently +6, Spot +20 (+16 if blindsense 
  negated) 
  Blindsense (Ex) A bat notices and locates creatures 
  within 
  20 
  feet. 
  Opponents 
  still 
  have 
  100% 
  concealment against a creature with blindsense. 
   
  12: SNOW DOME 
   
   
   
  ADVANCED ICE MEPHIT 
  CR 4 
  N Small outsider (air, cold, extraplanar) 
  Init +8; Senses darkvision 60 ft., Listen +8, Spot +8 
  Languages Auran, Common  
  AC 19, touch 15, flat-footed 15; Dodge 
   (+1 size, +4 Dex, +4 natural) 
  hp 21 (5 HD); fast healing 2; DR 5/magic 
  Immune cold 
  Fort +4, Ref +8, Will +4 
  Weakness vulnerability to fire 
  Speed 30 ft. (6 squares), fly 50 ft. (perfect) 
  Melee 2 claws +6 (1d3 plus 1d4 cold) 
  Base Atk +5; Grp +1  
  Special Actions breath weapon, summon mephit 
  Spell-Like Abilities (CL varies): 
   1/day—magic missile (CL 3rd) 
   1/hour—chill metal (DC 14; CL 6th) 
  Abilities Str 10, Dex 19, Con 10, Int 6, Wis 11, Cha 15 
  Feats Dodge, Improved Initiative 
  
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  Skills Bluff +10, Diplomacy +6, Disguise +2 (+4 acting), 
  Escape Artist +12, Hide +16, Listen +8, Move Silently 
  +12, Spot +8, Use Rope +4 (+6 with bindings)  
  Breath Weapon (Su) A mephit can use its breath 
  weapon once every 1d4 rounds as a standard action. 
  10 foot cone of ice shards, damage 1d4 cold, Reflex 
  DC 12 half. Living creatures that fail their saves are 
  tormented by frostbitten skin and frozen eye s unless 
  they have immunity to cold or are otherwise 
  protected. This effect imposes a -4 penalty to AC and 
  a -2 penalty on attack rolls for 3 rounds. The save DC 
  is Constitution-based and includes a +1 racial bonus. 
  Fast Healing (Ex) Mephits heal 2 points of damage per 
  round, provided they are still alive and certain 
  conditions are met. An ice mephit heals only if it is 
  touching a piece of ice of at least Tiny size or if the 
  ambient temperature is 32 degrees F. or below. 
  Summon Mephit (Sp) Once per day, a mephit can 
  attempt to summon another mephit of the same 
  variety, much the same as a summon monster spell, 
  but with only a 25% chance of success. Roll d%. On 
  a failure, no creature answers the summons that day. 
  A mephit that has just been summoned cannot use 
  its own summon ability for 1 hour. This ability is the 
  equivalent of a 2nd-level spell.  
   
  13: PRIVATE QUARTERS 
   
   
  ACID ORB TRAP 
  CR 8 
  Description see text. 
  Search DC 32; Type magic 
  Trigger touch and lock not released in 2 rounds; Init +4 
  Effect If the door is tampered with and the lock not 
  released 2 rounds after the tampering begins, then 
  an acid orb (as the spell) is triggered; the trap sets off 
  an alarm spell in the map room that alerts Vlon. 
  Duration instantaneous (see prismatic spray text) 
  Destruction AC 10; hp 30; hardness 5 
  Disarm Disable Device DC 32 
   
  14: LITTLE LIZARD’S LIBRARY 
   
   
  ADVANCED SPELLWARPED* CARRION 
  CRAWLER 
  CR 5 
  *Monster Manual III 162 
  N Large aberration 
  Init +4; Senses darkvision 60 ft. scent, Listen +7, Spot 
  +7 
  AC 20, touch 14, flat-footed 17 
   (-1 size, +4 Dex, +8 natural) 
  hp 49 (6 HD) 
  SR 17 
  Fort +6, Ref +7, Will +7 
  Speed 30 ft. (6 squares), climb 15 ft. 
  Melee 8 tentacles +9 (paralysis) and  
  bite +5 (1d4+3) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +12  
  Atk Options Combat Reflexes, paralysis (DC 13 Fort, 
  paralyzed 1d4 rounds) 
  Abilities Str 18, Dex 18, Con 18, Int 5, Wis 15, Cha 6 
  SQ spell absorption 
  Feats AlertnessB, Combat Reflexes, Multiattack, Track 
  Skills Climb +15, Listen +7, Spot +7 
  Paralysis (Ex) Those hit by a carrion crawler’s tentacle 
  attack must succeed on a DC 13 Fortitude save or be 
  paralyzed for 2d4 rounds. The save DC is 
  Constitution-based. 
  Spell Asorption (Su): Whenever a spell fails to 
  penetrate a spellwarped carrion crawler’s spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves. 
   
   
  Might: +4 enhancement bonus to Strength for 1 
  minute. 
   
   
  Agility: +4 enhancement to Dexterity for 1 
  minute. 
   
   
  Endurance: 
  +4 
  enhancement 
  bonus 
  to 
  Constitution for 1 minute. 
   
   
  Life: Temporary hit points equal to 5 x the level 
  of the failed spell. 
   
   
  Speed: base speed increases by a number of 
  feet equal to 5 x level of the failed spell 
   
   
  Resistance: resistance 10 to one energy type 
  (acid, cold, electricity, fire, or sonic) 
  Skills Carrion crawlers can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  15: THE MAP ROOM  
   
  VLON JAELKAL 
  CR 6 
  Male drow fighter 2/sorcerer 3 
  CE Medium humanoid (drow, dragonblooded) 
  Init +0; Senses darkvision 120 ft., Listen +6, Spot +6 
  Languages Common, Draconic, Drow Sign Language, 
  Elven, Undercommon  
  AC 14, touch 10, flat-footed 14 
   (+0 Dex, +4 armor) 
  hp 24 (5 HD)  
  Immune sleep  
  SR 15 
  Fort +5, Ref +2, Will +6 (+8 against spells and spell-like 
  abilities); +2 against enchantments; +1 against sleep, 
  paralysis, and cold 
  Weakness light blindness 
  Speed 30 ft. in mithral chain shirt (6 squares) 
  Melee heavy pick +5 (1d8/x4)  
  Ranged mwk light crossbow +4 (1d4/19-20 plus poison) 
  Base Atk +3; Grp +2  
  Atk Options Combat Expertise, Improved Feint, poison 
  (Fort DC 13, unconscious 1 minute/unconscious 2d4 
  hours) 
  Combat Gear arcanist’s gloves, potion of barkskin +2, 2 
  potions of cure light wounds, potion of shield of faith 
  (+2)  
  Sorcerer Spells Known (CL 3rd; +3 ranged touch): 
   1st (5/day)—color spray, (DC 18), ice dagger 
   0 (6/day)—acid splash, electric jolt, flare (DC 17), ray 
  of frost (DC 17), sonic snap (DC 17) 
  Spell-Like Abilities (CL 3rd): 
   1/day—dancing lights, darkness, faerie fire 
  Abilities Str 10, Dex 10, Con 10, Int 15, Wis 14, Cha 18 
  SQ armored mage, drakken familiar, stalwart sorcerer 
  Feats 
  AlertnessB, 
  Combat 
  ExpertiseB, 
  Draconic 
  
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  Page 52 
  Heritage (white), Improved Feint B, Scribe Scroll, 
  Weapon Proficiency (heavy pick)B, Weapon Focus 
  (heavy pick)B  
  Skills Bluff +12, Concentration +8, Diplomacy +6, 
  Disguise +4 (+6 to act in character), Handle Animal 
  +12, Hide +0, Intimidate +6, Knowledge (arcana) +8, 
  Knowledge (nobility & royalty) +3, Listen +6, Move 
  Silently +0, Search +4, Sense Motive +2, Spellcraft 
  +9, Spot +6 
  Possessions combat gear plus cloak of resistance +1; 
  masterwork hand crossbow plus 20 poisoned bolts, 
  masterwork heavy pick, mithral chain shirt, 540 gp 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Vlon for 1 
  round. On subsequent rounds, he is dazzled (-1 on 
  attack rolls, saves, and checks) as long as he 
  remains in the affected area.  
   
  SNAKE FAMILIAR 
   
   
  CR—  
  N Tiny animal (dragonblooded) 
  Init +3; Senses blindsense 20 ft., low-light vision, Listen 
  +11, Spot +11 
  Languages empathic link 
  AC 19, touch 15, flat-footed 16 
   (+2 size, +3 Dex, +4 natural) 
  hp 12 (5 HD)  
  Resist improved evasion 
  Fort +2, Ref +4, Will +4 
  Speed 15 ft. (3 squares), climb 15 ft., swim 20 ft. 
  Melee bite +5  (1 plus poison) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -11  
  Atk Options poison (Fort DC 10, 1d6 Con/1d6 Con) 
  Special Actions breath weapon 
  Abilities Str 4, Dex 17, Con 10, Int 7, Wis 12, Cha 2 
  Feats AlertnessB 
  Skills Balance +11,Climb +11, Hide +15, Listen +7, 
  Move Silently +0 , Search -3,Spot  +7, Swim +5 (+8 to 
  perform special action) 
  Skills A snake can always choose to take 10 on a Climb 
  check, even if rushed or threatened. A snake 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. 
  Breath Weapon 15 ft. cone of fire, usable 1/hour, 
  1d6+6 points of fire damage, Reflex DC 11 halves 
  
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  Page 53 
  APPENDIX 2: NEW RULES ITEMS  
  ALTERNATE CLASS FEATURES 
  Armored Mage 
  Rare is the fighter who hasn’t envied the wizard’s bag of 
  magical tricks. Although even the most basic arcane spell 
  remains beyond a fighter’s abilities, those who aspire to 
  such talents can, with practice, learn to cast simple arcane 
  spells while wearing light armor. On its own, this 
  alternative feature grants little benefit to a single-classed 
  fighter; only in conjunction with one or more levels of 
  sorcerer, wizard, or similar arcane spellcasting class does 
  this ability come into play. 
   
  Class: Fighter 
   
  Level: 1st 
   
  Special Requirement: Knowledge (arcana) 1 rank 
   
  Replaces: You lose proficiency with medium armor 
  and heavy armor 
   
  Benefit: Choose one arcane spellcasting class, such 
  as sorcerer. You can avoid any chance of arcane spell 
  failure for spells gained from this class as long as you 
  restrict yourself to light armor and light shields. This 
  training does not extend to any other form of armor or 
  shields, nor does this ability apply to spells gained from 
  other spellcasting classes. 
   
  This benefit applies only to spells of a level equal to 
  or lower than your fighter class level +1. 
   
  Drakken Familiar 
  Arcane spellcaster, even those who don’t claim the blood 
  of dragons as their own, often have aspecial link with 
  dragonkind. One manifestation of this link is the caster’s 
  familiar, which can take on draconic characteristics. 
   
  Class: Hexblade, sorcerer, or wizard 
   
  Level: 4th (Hexblade) or 1st (sorcerer or wizard) 
   
  Replaces: If you select this class feature, your 
  familiar does not gain all the benefits normally accorded 
  to a familiar. See below to determine which alternative 
  benefits it gains, and which standard benefits these 
  replace. 
   
  Benefit: Your familiar is a drakken version of a 
  normal animal (see the sidebar on page 107). It gains the 
  dragonblood subtype and all the benefits of being a 
  familiar, except as described below. 
   
  When your familiar would normally gain the ability 
  to deliver touch spells, it gains a breath weapon instead. 
  This breath is a 15-foot cone of fire, usable once per hour, 
  that deals a number of points of damage equal to 1d6 + 
  twice your class level (levels of different classes that are 
  entitled to familiars stack for this purpose). A successful 
  Reflex save (10 + 1/2 your total class levels for 
  determining the familiar’s abilities) halves the damage 
  dealt. 
   
  When your familiar would normally gain the ability 
  to speak with animals of its kind, it instead gains the 
  ability to speak with creatures of the dragon type. 
   
  Stalwart Sorcerer 
  Most sorcerers hide behind walls of steel, slinging spells 
  at enemies safely distant. You have no patience for such 
  cowards and prefer to be near the front line. Your breadth 
  of magical knowledge might not compare with those 
  craven weaklings, but you are proud to dive into the fray 
  alongside the fighter. 
   
  If you play a sorcerer with this alternative class 
  feature, consider taking at least one level of fighter and 
  selecting the armored mage alternative class feature. 
   
  Class: Sorcerer 
   
  Level: 1st 
   
  Special Requirement: Knowledge (arcana) 1 rank 
   
  Replaces: Reduce by one the number of sorcerer 
  spells known for your highest spell level (to a minimum 
  of one). As a 1st-level character, you have one 1st-level 
  spell known rather than two. 
   
  When you would gain a second known spell from a 
  higher level, apply this penalty to the new spell level but 
  remove it from the lower level. For example, at 5th-level, 
  you reduce your 2nd-level spells known from two to one 
  but you gain the previously unavailable 1st-level spell 
  (increasing your 1st-level spells known from three to 
  four). 
   
  Benefit: You gain extra hit points equal to two times 
  your sorcerer class level. Every time you advance a level, 
  you gain another 2 extra hit points. (So, at 1st level you 
  have 2 extra hit points, at 2nd level you have 4 extra hit 
  points, and so on.) 
   
  You also gain the Martial Weapon Proficiency feat 
  for a melee weapon of your choice, as well as Weapon 
  Focus with that weapon. 
   
  Source: Complete Mage 36. 
   
  FEATS 
  Awaken Frightful Presence 
  You gain frightful presence. 
   
  Prerequisites: Cha 11, dragon type 
   
  Benefit: You gain the frightful presence special 
  ability with a radius in feet equal to 5 x 1/2 your racial Hit 
  Dice. The ability takes effect automatically whenever you 
  attack, charge, or fly overhead. Creatures within the 
  radius are subject to the effect if they can see you and 
  have fewer Hit Dice than your racial Hit Dice. 
   
  A potentially affected creature that succeeds on a 
  Will  save (DC 10 + 1/2 your racial HD + your Cha 
  modifier) remains immune to your frightful presence for 
  24 hours. On a failure, creatures with 4 or fewer Hit Dice 
  become panicked for 4d6 rounds, and those with 5 or 
  more Hit Dice become shaken for 4d6 rounds. Dragons 
  ignore the frightful presence of other dragons. 
   
  Special: If you have both this feat and you have (or 
  later gain) the frightful presence ability, your frightful 
  presence radius either increases by 50% or increases to 5 
  feet c 1/2 your racial Hit Dice, whichever figure is higher. 
  The save DC against your frightful presence also 
  increases by 2. 
   
  Source: Draconomicon 67. 
  
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  Clinging Breath [METABREATH] 
  Your breath weapon clings to creatures and continues to 
  affect them in the round after you breathe. 
   
  Prerequisites: Con 13, breath weapon 
   
  Benefit: Your breath weapon has its normal effect, 
  but also clings to anything caught in its area. A clinging 
  breath weapon lasts for 1 round. In the round after you 
  breathe, the clinging breath weapon deals half of the 
  damage it dealt in the previous round. Creatures that 
  avoid damage from the breath weapon (such as creatures 
  with the evasion special quality or incorporeal creatures) 
  do not take the extra damage. For example, an old silver 
  dragon uses its cold breath and deals 72 points of cold 
  damage (or 36 points against a target that makes its save). 
  In the following round, foes that failed their saves against 
  the breath weapon initially take an additional 36 points of 
  cold damage, and foes that succeeded on their saves take 
  18 points of cold damage. 
   
  A foe can take a full-round action to attempt to 
  remove the clinging breath weapon before taking any 
  additional damage. It takes a successful Reflex saving 
  throw (same DC as your normal breath weapon) to 
  remove the effect. Rolling around on the ground grants a 
  +2 bonus on the saving throw, but leaves the foe prone. A 
  clinging breath weapon cannot be removed or smothered 
  by jumping into water. A clinging breath weapon can be 
  magically dispelled (DC equal to your breath weapon save 
  DC). 
   
  This feat only works on a breath weapon that has 
  instantaneous duration and that deals some kind of 
  damage, such as energy damage (acid, cold, electricity, 
  fire, or sonic), ability damage, or negative levels. 
   
  When you use this feat, add +1 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Special: You can apply this feat more than once to 
  the same breath weapon. Each time you do, the clinging 
  breath weapon lasts an additional round. 
   
  Source: Draconomicon 67. 
   
  Divine Intercession [DIVINE] 
  You can channel divine energy to remove yourself from a 
  dangerous situation. 
   
  Prerequisite: Turn or rebuke undead, Travel or 
  Trickery domain 
   
  Benefit: You can spend 3 turn or rebuke undead 
  attempts to teleport to any point up to 30 feet away 
  within line of sight. This effect functions as dimension door 
  except that you can’t bring along other creatures. 
   
  Source: Drow of the Underdark 54. 
   
  Dragonsong 
  Your song or your poetics echo the power of the 
  dragonsong, an ancient style of vocal performance 
  created by dragons in the distant past. 
   
  Prerequisites: Cha 13, Knowledge (arcana) 4 ranks, 
  Perform 6 ranks, Speak Language (Draconic) 
   
  Benefit: You gain a +2 bonus on Perform checks 
  involving song, poetics, or any other verbal or spoken 
  form of performance. 
   
  In addition, the DC of any saving throw required by 
  mind-affecting effects based on your song or poetics 
  (such as bardic music) is increased by +2. 
   
  Source: Draconomicon 105. 
   
  Extra Music 
  You can use your bardic music more often than you 
  otherwise could. 
   
  Prerequisite: Bardic music 
   
  Benefit: You can use your bardic music four extra 
  times per day. 
   
  Normal: Bardswithout the Extra Music feat can use 
  bardic music once per day per bard level. 
   
  Special: You can gain this feat multiple times. Its 
  effects stack. 
   
  Gift of the Spider Queen 
  You can combine your racial spell-like abilities in new 
  and potent ways. 
   
  Prerequisite: Drow 
   
  Benefit: As an immediate action, you can activate 
  any of the following spell-like abilities (using your class 
  level as your caster level). You spend one daily use of each 
  spell-like ability used in this combination. 
   
  Curtain of Darkness:  You can expend one daily use of 
  dancing lights and darkness to extinguish all non-magical 
  light sources within 100 feet. This is not a magical effect; 
  the fires (or other sources such as sunrods) simply go out. 
  This ability does not function on any flame larger than 
  that of a torch or a lantern, so it cannot be used to 
  extinguish a burning building, or as a defense against fire 
  used as a weapon. This is the equivalent of a 2nd-level 
  spell. 
   
  Mirror Image: You can expend one daily use of 
  dancing lights and faerie fire to use mirror image (as the 
  spell, except you gain only 1d4 images). 
   
  See Invisibility: You can expend one daily usage of 
  darkness and faerie fire to use see invisibility (as the spell, 
  except that the duration is only 1 round per caster level). 
   
  Blinding vanish: You can expend one daily use of faerie 
  fire, dancing lights and darkness to disappear in a blinding 
  flash of light. All creatures within a 20-foot radius burst 
  are blinded for 1 round; a successful Fortitude save (DC 
  14 + your Cha modifier) reduces the effect to dazzled for 1 
  round. In addition you become invisible (as the invisibility 
  spell, except the duration is 1 round per caster level). 
   
  Source: Drow of the Underdark 50. 
   
  Hand crossbow Focus 
  Your hand crossbow attacks gain accuracy and speed. 
   
  Prerequisite: proficiency with hand crossbow, base 
  attack bonus +1 
   
  Benefit: You can reload a hand crossbow as a free 
  action. You also gain a +1 bonus to attack rolls with a 
  hand crossbow. This bonus does not stack with the bonus 
  from Weapon Focus, but it is the equivalent of Weapon 
  Focus for the purpose for qualifying for feats, prestige 
  
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  classes and anything else that requires the feat. 
   
  Special: A fighter can select Hand Crossbow Focus 
  as a fighter bonus feat. 
   
  Source: Drow of the Underdark 50. 
   
  Profane Agony 
  You can channel negative energy to deal terrible pain. 
   
  Prerequisite: Rebuke undead, Death or Destruction 
  domain. 
   
  Benefit: You can spend a rebuke undead attempt as a 
  full-round action to channel your deity’s displeasure at a 
  single living creature within 30 feet. That creature takes 
  3d6 points of non-lethal damage and is sickened for 1 
  round. A successful Fortitude save (DC 10 + one-half your 
  level + your Cha modifier) negates the damage, but not 
  the sickening effect.  
   
  Source: Drow of the Underdark 54. 
   
  Spider Companion 
  Instead of an animal, you bond with a monstrous spider. 
   
  Prerequisite: Vermin Trainer, animal companion. 
   
  Benefit: You select a monstrous spider as your 
  animal companion. This spider gains all the benefits 
  normally granted to animal companions. 
   
  At 1st level you select a Tiny, Small or Medium 
  monstrous spider as your spider companion. A druid of 
  higher level can select a more powerful creature as her 
  spider companion, applying the indicated adjustments to 
  the druid’s level (in parenthesis) for the purposes of 
  determining the spider companion’s characteristics and 
  special abilities.  
  Spider 
  Minimum Level (Adjustment) 
  Large 
  4th (-3) 
  Huge 
  10th (-9) 
   
  Normal: Spiders are not available as animal 
  companions. 
   
  Source: Drow of the Underdark 52. 
   
  Vermin Trainer 
  Your service to the Spider Queen has given you an 
  insight into training vermin. 
   
  Prerequisite: Drow, Handle Animal 4 ranks, 
  Knowledge (religion) 4 ranks. 
   
  Benefit: You use the Handle Animal skill to handle 
  and train vermin as if they were animals with 
  Intelligence scores of 1. 
   
  Normal: Without this feat only animals and magical 
  beasts with Intelligence scores of 1 or 2 can be handled or 
  trained with the Handle Animal skill, and using Handle 
  Animal with a magical beast is done with a -4 penalty to 
  the check. 
   
  Special: The size of the vermin directly affects the 
  ability of the trainer to instruct them.  
   
  Source: Drow of the Underdark 53. 
   
  White Dragon Lineage 
  Your veins run with the savage blood of white dragons, 
  allowing you to whip yourself into a ragelike state. 
   
  Prerequisite: Draconic Heritage (white), sorcerer 
  level 3rd 
   
  Benefit: As a swift action, you can spend an arcane 
  spell slot to enter a state similar to that of a barbarian’s 
  rage. You gain temporary hit points and resistance to cold 
  equal to 5 x the spell’s level. Unlike rage, this state doesn’t 
  restrict you from casting spells or performing any other 
  actions, though you can’t activate the ability again while it 
  is already active. The effect lasts for a number of rounds 
  equal to 1 + your Charisma bonus. 
   
  Source: Dragon Magic 22. 
   
  MAGIC ITEMS 
  Arcanist’s Gloves 
  Price (Item Level): 500 (3rd) 
  Body Slot: Hands 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Swift (command) 
  Weight: — 
  These sleek blue gloves bear tiny golden stars across the knuckles. 
   
  When you activate arcanist’s glove, you add 2 to the caster 
  level of the next 1st-level arcane spell you cast before the 
  end of your turn. 
   
  Arcanist’s gloves function two times per day. 
   
  Prerequisites: Craft Wondrous Itam, fox’s cunning. 
   
  Cost to Create: 250 gp, 20 XP, 1 day 
   
  Source: Magic Item Compendium 72. 
   
  Gloves of the Starry Sky 
  Price (Item Level): 1,100 (4th) 
  Body Slot: Hands 
  Caster Level: 3rd 
  Aura: Faint; (DC 15) evocation 
  Activation: — and standard (mental) 
  Weight: — 
   
  While wearing gloves of the starry sky, you emit a bright, 
  silvery radiance equivalent to a light spell. You can douse 
  or renew this light with a standard (mental) action. 
   
  In addition, three times per day, you can activate 
  these gloves and sacrifice a prepared spell or spell slot of 
  1st level or higher to use magic missile (as the spell), using 
  your own caster level rather than that of the gloves. The 
  missiles created by the gloves appear as a series of tiny 
  falling stars. 
   
  Prerequisites: Craft Wondrous Itam, magic missile, 
  possession of a piece of the set. 
   
  Cost to Create: 550 gp, 44 XP, 2 days 
   
  Source: Magic Item Compendium 204. 
   
  Spiderkissed 
  Price (Item Level): +1 bonus 
  Property: Weapon  
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: —  
   
  When you confirm a critical hit with a spiderkissed 
  
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  weapon, the target must succeed on a DC 13 Reflex save, 
  or become entangled for 5 rounds as a mass of webbing 
  covers its body. The webbing cannot be removed and lasts 
  for the duration of the effect. Bows, crossbows and slings 
  with this property bestow the spiderkissed property upon 
  their ammunition. 
   
  Prerequisite: Craft magic arms and armor, web, drow 
   
  Cost to create: varies 
   
  Source: Drow of the Underdark:96 
   
  Transmitting Drow House Insignia 
  Price (Item Level): 500 gp(3rd) 
  Body Slot: Throat 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Standard (command) 
  Weight: — 
   
  Each drow house insignia (transmiting) is keyed to a specific 
  noble house of a particular drow city, and is wrought to 
  reflect the house that created it. 
   
  Three times per day, by speaking the command 
  word, you can utter a short message into the item, which 
  transmits it up to 1 mile away to another character 
  wearing the insignia of the same house. The recipient 
  hears the message in its mind. 
   
  To transmit the message, you must name the 
  intended target as part of the command word. Should the 
  target not be wearing its drow house insignia the message is 
  lost, but you have no way of knowing whether it 
  successfully transmits or not.  
   
   Since each insignia is different, even those from the 
  same noble house, a person aware of the unique shape of 
  an individual insignia can magically locate that amulet 
  with a scrying or similar spell. 
   
  Lore: A DC 15 Knowledge (local) or DC 20 
  Knowledge (dungeoneering) or bardic knowledge check 
  reveals the house to which the insignia is keyed. Drow 
  gain a +4 circumstance bonus on this check.  
   
  Prerequisite: Craft Wondrous Item, whispering wind, 
  drow 
   
  Cost to create: 250 gp, 20 XP, 1 day 
   
  Source: Drow of the Underdark: 99 
   
  EQUIPMENT 
  Bile Droppings 
  Distilled from the venomous excreta of certain breeds 
  monstrous spiders, this substance is a thick, viscous fluid. 
  You can throw a flask of bile droppings as a ranged touch 
  attack with a ranged increment of 10 ft. Upon hitting a 
  target, this sticky fluid deals 1d6 points of acid damage on 
  the first round and 1d6 points of acid damage on the 
  second round.  
   
  In addition to causing acid damage, a flask of bile 
  droppings releases a powerful stench when broken open, 
  forcing anyone within 5 feet to make a DC 13 Fortitude 
  save or be sickened for one round. Any actually struck by 
  the vile stuff takes a -4 penalty to the save. 
   
  Bile droppings can be created with a successful DC 
  15 Craft (alchemy) check, and the proper raw materials 
  (the spiders that create the droppings are bred by the dark 
  elves, so these materials are readily available in any drow 
  city).  
   
  Source: Drow of the Underdark: 93 
   
  Darklight Poison 
  Type: Injury DC 23 
  Initial Damage: 2d6 Con + 1d6 Str 
  Secondary Damage: Blinded 
  Price: 1,500 gp 
  Darklight ore is powdered and cut with a mild acid to 
  create this poison. The radiation of this ore is greatly 
  diminished in the process, but its effect becomes acute 
  when introduced to the bloodstream. The poison can be 
  made with a DC 28 Craft (poisonmaking) check. 
   
  The blindness from this poison lasts for 1 hour. 
   
  Source: Drow of the Underdark: 94 
   
  Shedden 
  This gray paste is brewed from the exoskeletons of 
  monstrous spiders ground with silk-based oils and mixed 
  with various chemicals and reagents. When spread on 
  your exposed skin, it temporarily hardens your skin, 
  granting you a +1 bonus to natural armor for 2 minutes. 
  This bonus stacks with any other natural armor you 
  already have. It takes 1 minute to apply shedden to your 
  entire body and gain its benefits.  
   
  Shedden can be created with a DC 20 Craft 
  (alchemy) check. Certain master alchemists can create 
  shedden that provides natural armor bonuses from +2 to 
  +5, but doing so raises the Craft DC by +4 for each 
  additional point of natural armor, and increases the price 
  as follows: 200 gp for +2, 500 gp for +3, 1,000 gp for +4, 
  and 2,000 gp for +5. 
   
  Source: Drow of the Underdark: 93 
   
  Spider Kit 
  This kit includes hands, feet, elbow and knee pads set 
  with hundreds of tiny hooks and smeared with a sticky 
  alchemical substance similar to that in a tanglefoot bag. 
  These pads provide a +2 to Climb checks; this stacks with 
  bonuses provided with climber’s kits and spelunkers kits. 
  The substance on the pads actually becomes stickier 
  when exposed to moisture, so no penalties apply for 
  slippery surfaces if the slipperiness is caused by wetness. 
  In addition to the pads, the kit also contains a harness to 
  which is attached four retractable telescoping legs (two 
  on each side of the back so that there is room for a 
  backpack between them). These legs also end in the same 
  sticky pads. If you have made a successful Climb check, 
  you can extend these legs and attach them to the surface 
  you are climbing as a full round action. You can use your 
  hands freely once the legs are extended, because the legs, 
  along with your own feet and knees, adhere you to the 
  wall. The legs can be detached from the wall with a move 
  action and refolded with another move action. If you 
  climb with these legs extended you do not gain the +2 
  bonus normally provided to Climb checks normally 
  
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  provided by the spider kit.  
   
  Source: Drow of the Underdark: 93. 
   
  SKILLS 
  Handle Animal (Cha) 
  Vermin are vital to the drow. On the one hand, they are 
  creatures sacred to Lolth, expressions of her perfect, 
  divine form. On the other, they are abundant, and with 
  theproper training, they can serve as guardians, soldiers, 
  and even steeds.  
   
  Since vermin are mindless creatures, they don’t learn 
  as other animals do. Instead they must be ‘programmed’ 
  by a trainer who encodes a desired pattern of behaviour 
  that the creature reproduces under a specific set of 
  circumstances. This technique is beyond the capabilities 
  of other animal handlers and only characters with the 
  Vermin Trainer feat, or with access to a similar ability—
  such as that granted by the verminkeeper prestige 
  classUnd can train vermin. 
   
  Even with the required feat, handling and training 
  mindless creatures has associated challenges. The larger 
  the vermin, for example, the harder it is to control—thus, 
  when making a Handle Animal check to handle, or train 
  a vermin, apply the creature’s special size modifier to the 
  check DC. 
   
  Vermin Size 
  Handle Animal DC Modifier 
  Medium or smaller 
   
   
  +0 
  Large 
   
   
   
   
  +2 
  Huge 
   
   
   
   
  +5 
  Gargantuan 
   
   
   
  +10 
  Colossal  
   
   
  +15 
   
  Vermin can learn up to 3 tricks, or one general purpose 
  that encompasses no more than 3 tricks. Some vermin 
  have a special quality that enables them to learn more 
  tricks than vermin of their type ordinarily could. It is 
  impossible to push a vermin. Additionally, vermin are not 
  considered “wild animals” and thus cannot be reared. 
   
  In addition to the tricks described in the Player’s 
  Handbook and elsewhere, drow commonly teach the 
  following tricks to their vermin servants: 
   
  Ambush (DC 20): The vermin makes a Hide check 
  and waits for a creature to come near it. When a target 
  passes beneath it, or comes within 10 feet, the vermin 
  attacks. 
   
  Bestow venom (DC 15): By succeeding on a DC 15 
  Handle Animal check to handle a vermin that has a 
  poison special attack, you can compel the vermin to give 
  up some of its venom. The creature deposits its poison 
  into a container you indicate, providing a single dose. A 
  Handle Animal check to extract venom takes 1 minute. 
  You can then make a DC 15 Craft (poisonmaking) check 
  to refine this venom into a poison you can use. 
   
  Web (DC 15): On command, a web-spinning vermin 
  shoots a web at the closest hostile creature. 
   
  Source: Drow of the Underdark 
   
  SPELLS 
  Briarweb 
  Transmutation 
  Level: Druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 40-ft-radius spread 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell causes grasses, weeds, bushes, and even trees to 
  grow thorns an wrap and twist around creatures in or 
  entering the area. The spell’s area becomes difficult 
  terrain, and creatures move at half speed within the 
  affected area. Any creature moving through the area also 
  takes 1 point of piercing damage ft 5 feet moved. 
   
  A creature with freedom of movement or the woodland 
  stride ability is unaffected by this spell. 
   
  Source: Spell Compendium 39. 
   
  Caltrops 
  Conjuration 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: See text 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A caltrops spell covers one 5-foot-by-5-foot square with 
  caltrops. Every time a creature moves into an area covered 
  by caltrops or spends a round fighting while standing in 
  such an area, it might step on one. The caltrops make one 
  attack roll (+0 melee) against the creature. For this attack, 
  the target shield and deflection bonuses do not count, nor 
  does its armor bonus for armor worn. A target wearing 
  shoes or other footwear gains a +2 armor bonus to Armor 
  Class (which does count). If the caltrops succeed on the 
  attack, the creature has stepped on one. 
   
  A successful attack by a caltrop deals 1 point of 
  damage. If the target is Small, Medium, or Large, its land 
  speed is reduced by one-half because of the injury. This 
  movement penalty lasts for 24 hours, until the creature is 
  successfully treated with a DC 15 Heal check, or until it 
  receives at least 1 point of magical healing. A charging or 
  running creature must immediately stop if it steps on a 
  caltrop. Any creature moving at half speed or slower, can 
  pick its way through a bed of caltrops with no trouble. 
   
  The DM judges the effectiveness of caltrops against 
  unusual opponents or opponents outside the size range 
  given above. A giant centipede, for example, can scramble 
  among caltrops with no chance of hurting itself, and a fire 
  giant wearing thick, massive boots might be immune to 
  their attacks. 
   
  For every two caster levels beyond 1st, you can affect 
  
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  an additional 5-foot-by-5-foot square, and the caltrops’ 
  attack bonus increases by 1. Thus you affect two squares 
  at 3rd level (+1 melee_, three at 5th level (+2 melee), four at 
  7th level (+3 melee), and a maximum of five at 9th level 
  (+4 melee maximum). 
   
  Multiple caltrops spells (or mundane caltrops) 
  occupying the same space have no additional effect. 
   
  Source: Spell Compendium 42. 
   
  Dawnburst 
  Conjuration 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 10-ft-radius burst 
  Duration: 1 round/level (D) 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
   
  All creatures in the area glow with light equivalent to a 
  torch for the duration of the spell, making hiding 
  difficult and even revealing the location of invisible 
  creatures. (Invisible creatures are still considered to have 
  concealment.) 
   
  In addition, undead and creatures within the area 
  that have light sensitivity or light blindness take 1d6 
  points of damage, +1 point of damage per caster level 
  (maximum +5). A successful Reflex save halves this 
  damage. 
   
  Source: Complete Mage 101. 
   
  Electric Jolt 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You release a small stroke of electrical energy. You must 
  succeed on a ranged touch attack with the ray to strike a 
  target. The spell deals 1d3 points of electricity damage. 
   
  Source: Spell Compendium:78 
   
  Ice Dagger 
  Evocation [cold] 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Dagger of Ice 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  The ice dagger created by this spell launches itself at a 
  target. Treat the attack as a thrown splash weapon (PH 
  158) that requires a ranged touch attack to hit. The ice 
  dagger deals 1d4 points of cold damage to the target per 
  caster level (maximum 5d4), and splash damage of 1 point 
  of cold damage to adjacent creatures. 
   
  Material Component: A few drops of water made from 
  melted ice. 
   
  Source: Spell Compendium 118. 
   
  Ice Darts 
  Conjuration (creation) [cold] 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One or more ice darts 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  A sharp, translucent icicle shoots from your fingertip. 
  You may fire one dart, plus one additional dart for every 
  two levels beyond 3rd (to a maximum of five darts at 11th 
  level). Each dart requires a ranged touch attack to hit and 
  deals 2d4 points of damage, half of which is cold damage. 
   
  Source: Frostburn 98-99. 
   
  Orb of Acid 
  Conjuration (Creation) [acid] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Effect: 1 orb of acid 
  Duration: instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
   
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid’s noxious fumes for 1 
  round. A successful Fortitude save negates the sickened 
  effect but does not reduce the damage. 
   
  Source: Spell Compendium 62. 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [acid] 
  Level: Sorcerer/wizard 1 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Effect: 1 orb of acid 
  Duration: instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 59 
   
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. You 
  must succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your orb deals 
  an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 
  at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 
  9th level or higher. 
   
  Source: Spell Compendium:61-62 
   
  Shadow Shroud 
  Evocation [Darkness] 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
   
  This spell negates any penalties or harmful effects 
  imposed by your light blindness or light vulnerability.  
   
  You also gain a +5 competence bonus to Hide checks 
  made in areas of shadow or darkness.  
   
  As with any darkness spell, the effect is suppressed if 
  you enter the area of a light spell of 3rd level or higher. 
   
  Source: Drow of the Underdark:62 
   
  Sonic Snap 
  Evocation [Sonic] 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: 1 creature of object 
  Duration: Instantaneous 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  You create a brief but loud noise adjacent to the target. 
  The subject takes 1 point of sonic damage and must 
  succeed on a Will saving throw or be deafened for 1 
  round. This spell has no effect if cast into the area of a 
  silence spell. 
   
  Source: Spell Compendium 195. 
   
  TRAPS 
  Feeding Chute 
  This trap is both deadly and efficient, using a mechanical 
  trap to provide a food source for one or more monsters in 
  the form of unwary adventurers. The mechanism consists 
  of a hidden trapdoor in the floor of a dungeon corridor 
  that opens under more than 50 pounds of weight. 
  Beneath the trapdoor is a smooth, 10-foot-diameter tube 
  coated with slippery lard. Any character weighting more 
  than 50 pounds who enters the trap’s space must make a 
  successful DC 22 Reflex save or be dumped prone into 
  the greased tube. Creatures that are bigger than Large 
  cannot fit in the tube and can climb out easily (Climb DC 
  5). Creatures that are smaller than Medium, however, 
  find themselves sliding down the lard-covered chute at an 
  alarming speed. 
   
  The chute extends for a variable distance, possibly 
  including turns and bends, before opening into a large 
  room. The greased chute propels the character 10 feet 
  into the room, dealing him 1d6 points of damage. (A 
  successful Tumble check can negate this damage, as can 
  any effect that reduces or eliminates damage from 
  falling.) At the end of the fall, the subject is prone. 
   
  Although the greased chute is annoying, it is not the 
  true threat. Instead, the room into which the chute 
  deposits the victim is the lair of a monster—an owlbear, a 
  hydra, or a similarly voracious eater —that has been fed 
  by the chutes its whole life. A bell attached to the original 
  trapdoor jingles in the lair whenever the trap is activated. 
  The dungeon keepers drop all food for the beast into the 
  chute, so it is conditioned to expect meat when it hears 
  the bell (Listen DC -5 while in the lair). As a result, when 
  a careless adventurer springs the trap, the monster 
  immediately rouses itself and waits by the chute for a 
  meal. This preparation grants the monster a surprise 
  round, which occurs the moment that the subject is 
  ejected from the tube. The monster can attack 
  immediately in this surprise round, possibly making 
  attacks of opportunity if the subject is expelled through 
  its threatened area. 
   
  It is possible to climb back up the lard0covered 
  chute, though the ascent is difficult (Climb DC 30 for 
  Medium or Small creatures, or Climb DC 20 for Large 
  creatures). Sometimes, several feeding chute traps in 
  different areas of a dungeon will lead to the same lair, 
  allowing the builders to use the same monster to protect 
  multiple entrance paths. 
   
  Feeding Chute: CR 1;  mechanical; location trigger; 
  automatic reset; Reflex DC 22 avoids; 10 ft. deep (!d6 
  points of falling damage); Search DC 22; Disable Device 
  DC 22. Market Price: 2,900 gp. 
   
  
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  APPENDIX 3: LEARNING MORE 
  11: WHITE DRAGON MADNESS 
  APL 2 
  Knowledge (arcana) – White Dragon 
  13 identifies Ixcrimvorix as a white dragon wyrmling, 
  the smallest kind of white dragon. White dragons 
  tend to have a cone-shaped breath weapon of cold 
  18 White dragons can climb icy surfaces as though 
  under the effects of a spider climb spell and are 
  immune to cold. 
  23 White dragons are vulnerable to fire. 
   
  Knowledge (nature) – Greenspawn Sneak 
  12 identifies the sneak as a monstrous humanoid related 
  to green dragons and reveals all monstrous 
  humanoid traits. 
  17 Greenspawn sneaks are immunt to acid, and they can 
  breathe underwater. 
  22 Greenspawn sneaks are true to their name. They 
  often use tricks and distractions to overcome foes. 
  27 Greenspawn sneaks always near a source of 
  freshwater, 
  but 
  that 
  source 
  is 
  sometimes 
  underground. 
   
  Knowledge (religion) 
  12 Greenspawn sneaks are some of Tiamat’s spawn. 
   
  APL 4 
  Knowledge (arcana) – White Dragon 
  19 identifies Ixcrimvorix as a young white dragon. 
  White dragons tend to have a cone-shaped breath 
  weapon of cold 
  24 White dragons can climb icy surfaces as though 
  under the effects of a spider climb spell and are 
  immune to cold. 
  29 White dragons are vulnerable to fire. 
   
  Knowledge (arcana) – Bluespawn Ambusher 
  14 identifies the ambusher as a predatory magical beast 
  related to blue dragons and reveals all magical beast 
  traits. 
  19 Bluespawn ambushers are immune to electricity. 
  They can release bursts of electricity from their 
  bodies and swiftly burrow beneath the earth. 
  24 Bluespawn ambushers prefer to attack prey near 
  sources of water in the deserts in which they dwell. 
  They possess a degree of intelligence and can speak 
  pidgin Draconic 
  29 Bluespawn ambushers follow regular migration 
  patterns when hunting. Some desert dwellers know 
  these patterns and travel to avoid the creatures.  
  34 Bluespawn ambushers produce offspting only once 
  every ten years. Females lay eggs underground, then 
  leave to hung. Males watch the eggs and signal 
  hatching with electricity bursts at night. 
   
  Knowledge (religion) 
  14 Bluespawn ambushers are some of Tiamat’s spawn. 
   
  APL 6-8 
  Knowledge (arcana) – White Dragon 
  22 identifies Ixcrimvorix as a white dragon. White 
  dragons tend to have a cone-shaped breath weapon 
  of cold 
  27 White dragons can climb icy surfaces as though 
  under the effects of a spider climb spell and are 
  immune to cold. 
  32 White dragons are vulnerable to fire. 
  33 Some white dragons of this size can create a fog cloud 
  three times a day. 
   
  Knowledge (nature) Redspawn Arcanisses 
  16 identifies the arcaniss as a monstrous humanoid 
  descended from red dragons and reveals all 
  monstrous humanoid traits. 
  21 Redspawn arcanisses are vulnerable to cold and 
  immune to fire, paralysis and sleep. They cast spells 
  like sorcerers but can wear armor and use shields. 
  26 Redspawn arcanisses can heal themselves by casting 
  fire spells, and their fire spells are abnormally potent. 
  31 Redspawn arcanisses hate good dragons and focus all 
  their attacks on them or creatures that show 
  allegiance to them. 
   
  Knowledge (religion) 
  12 Redspawn arcanisses are some of Tiamat’s spawn. 
   
  12: THE SNOW DOME 
  Knowledge (planes) 
  13 Identifies these as ice mephits – a creature from the 
  plane of air able to see in the dark and summon 
  another of its kind once every hour. 
  18 Ice mephits have a 10-foot cone of ice shards as a 
  breath weapon and .are immune to cold. 
  23 Ice mephits are vulnerable to fire. 
  28 Ice mephits can heal themselves of 2 points of 
  damage for every round it is touching ice or in 
  extremely cold conditions 
  33 Ice mephits have the spell-like ability to cast magic 
  missile once an hour and chill metal once a day. 
  38 Ice mephits have DR5/magic 
   
  14: LITTLE LIZARD’S LIBRARY 
  APLs 2-4 
  Knowledge (dungeoneering):  
  DC  
  Revealed 
  13  
  Identifies this as a carrion crawler – an 
  aggressive 
  subterranean 
  scavenger, 
  greatly 
  feared for the paralyzing attack delivered by its 
  tentacles. 
  18  
  Carrion crawlers possess darkvision and the 
  ability to scent out their prey. 
  23  
  Carrion crawlers have quick reflexes and are 
  able to take more than one attack should the 
  
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  opportunity present itself. 
   
  APLs 6-8 
  DC  
  Revealed 
  16  
  Identifies this as a carrion crawler – an 
  aggressive 
  subterranean 
  scavenger, 
  greatly 
  feared for the paralyzing attack delivered by its 
  tentacles. 
  21  
  Carrion crawlers possess darkvision and the 
  ability to scent out their prey. 
  26  
  These carrion crawlers are larger and tougher 
  than those usually spoken of but they probably 
  still have the quick reflexes of normal carrion 
  crawlers and so be able to take more than one 
  attack should the opportunity present itself. 
   
  APL 8 only 
  Knowledge (arcana):  
  DC  
  Revealed 
  17  
  This creatures looks like it has been affected by a 
  powerful magic and altered in some way. For a 
  start, it looks much tougher, stronger and faster 
  than a normal creature. 
  22  
  It will have spell resistance. 
  27  
  Whenever a spell fails to penetrate its resistance, 
  the creature will be able to use the power of the 
  failed spell to enhance its natural abilities. 
   
  16: WHERE DRAGONS DWELL 
  All APLs 
  Knowledge (religion) 
  DC  
  Reveals 
  15  
  This creature is not usually involved in the 
  worship of Lolth, the deity most commonly 
  associated with the drow. 
   
  APL  
  Knowledge (arcana) 
  DC  
  Reveals 
  11  
  Identifies this as a darkmantle, a small magical 
  beast that can see in the dark, and uses its ability 
  to create darkness to defeat its prey. 
  16  
  If a darkmantle successfully grapples an 
  opponent’s head, it can automatically constrict 
  and cause great damage. 
   
  Knowledge (dungeoneering) 
  DC  
  Reveals 
  15  
  This creature is an underground hazard that 
  often disguises itself as a stalactite. 
   
  APL 4 
  Knowledge (arcana) 
  DC  
  Reveals 
  14  
  Identifies this as an ankheg, a large magical 
  beast that can see in the dark, and has an acidic 
  bite 
  19  
  Ankhegs are known to use their tremorsense to 
  locate their prey before grabbing it and 
  retreating with it down their burrows 
  24  
  When frustrated, ankhegs will spit a stream of 
  acid at the thing frustrating them. 
  29  
  Ankhegs that spit acid are without acid in their 
  bites, and cannot spit again, for another six 
  hours. 
  34  
  This ankheg seems to be a bit tougher than 
  others that you’ve heard of. 
   
  APL 6-8 
  Knowledge (planes) 
  DC  
  Reveals 
  13  
  Identifies this as a fire mephit, a native of the 
  elemental plane of fire that deals fire damage 
  with its melee attacks 
  18  
  Fire mephits are immune to fire but vulnerable 
  to cold 
  23  
  Fire mephits can also breathe fire, like dragons 
  but on a smaller scale. 
  28  
  Fire mephits have the ability to cast scorching ray 
  1/hour, and heat metal 1/day 
  33  
  Fire mephits heal quickly, and have damage 
  reduction 5/magic 
  38  
  These fire mephits seem to be a bit tougher than 
  others that you’ve heard of. 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 62 
  DM MAP 1 : OVERVIEW OF DROW COMPLEX 
   
  Each square = 10 feet 
  North to top of map 
  12: Snow Dome 
  13: Private Quarters 
  14: Little Lizard’s 
  Library
  3B: Amaskiir’s Escape 
  Route 
  4B: The Junction 
  15: The Map Room
  11: White Dragon 
  Madness 
  Entry 
  16: Where Dragons 
  Dwell 
  6: Prison Ward 
  5: Check Point Charlie 
  7A: Ante-Chamber
  7B: Feeding Time 
  20: Barracks Area 
  21: Tunnel Down
  19: Shalith’s Quarters 
  18: Meeting Room
  17 Bodyguard’s Bedchamber
  8: Altar-ations 
  9: 
  Interrogation 
  Chamber 
  10: Off to see 
  the Wizard 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 63 
  DM MAP SET 2 : MAPS 
  FRONT GATE MAPS: 
   
  Outside front gate: 
   
   
   
  Inside front gate: 
   
   
  To Area 4: Junction
  Arrow Slits
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 64 
   
  ENCOUNTER AREA 4A/B: Junction and/or Reinforcements. 
   
   
   
  ENCOUNTER AREA 5: Check Point Charlie 
   
   
   
   
  South to Area 5 
  Amaskiir’s Escape Route
  North to Front Gate 
  Area 5 
  To Map Room 
  To Area 6 
  To Area 4 
  Closets
  To Area 7A 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 65 
   
  ENCOUNTER AREA 7B: Feeding Time 
   
   
   
  ENCOUNTER AREA 9: Altar-ations and Interrogation Chamber 
   
   
   
   
   
  Area 9 
  Opens to Area 8 
  Closet 
  Cell
  To Area 7A 
  To Area 20
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 66 
  ENCOUNTER AREA 11: White Dragon Madness 
   
   
   
   
  ENCOUNTER AREA 12: Snow Dome 
   
   
   
   
  To Encounter 15 
  To Encounter 16 
  To Encounter 14
  To Encounter 13 
  Encounter 11 
  To Entry Hall from Area 10 
  To Entry  
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 67 
  ENCOUNTER AREA 13: Private Quarters 
   
   
   
   
  ENCOUNTER AREA 14: Little Lizard’s Library 
   
   
   
   
   
  ENCOUNTER AREA 15: The Map Room 
   
   
   
   
  Area 13  
  To Area 11 
  Area 14  
  To Area 11  
  Area 14 
  Floor 
  Space 
  Here 
  South to Area 11 
  Area 14
  Floor 
   
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 68 
  ENCOUNTER AREA 16: Where Dragons Dwell 
   
   
   
  Area 
  16 
  Floor 
  
  CORS7-02 Rise of the Spider Queen 
   
  Page 69 
   PLAYER HANDOUT 1: AMASKIIR’S PARCHMENT 
  The writing on this stained piece of parchment is shaky, and the parchment itself has been folded tightly leaving deep 
  creases in its surface, into which the ink has run. 
   
  Cells – fewer guards than expected; vanguard??? 
   
  - Turned right and made it into guardroom. Left are more cells. Right is 
  the guards.  
   
  - Entered guardroom. Another door leads out opposite from cells, but that 
  is not the way I want to go. It leads to temple and interrogation room. 
  Slipped past guards – desks are helpful. I followed the passage towards 
  surface taken by the guards. Got to love that fungi; no need for 
  darkvision. 
   
  - Found a tunnel off the main route. Rubble at entrance, but this is not 
  collapsed like the two closer in. Partially stone-lined, but then rough 
  passage that leads to surface. Mustn’t have covered trail enough. The 
  hunter follows… 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/597/CORS7-02 Rise of the Spider Queen/CORS7-02 Rise of the Spider Queen LL.pdf