TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction 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 Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in 
  the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, 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. 
   
   
  URC7−02 
   
   
  Chasing the Darkness 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in the County of Urnst 
  Version 1.8 
   
  By D’Anne Rooney 
   
  Circle Reviewer: Colleen Simpson 
  Triad Reviewers: JP Chapleau, David Geissinger 
  Playtesters: Sean “The Bold” Curtis, John Foye, Ryan Julian, Leonard Logan, Murry McEntire, Homer Meyer, Brian 
  Glose, Rich Kohl, Bill Scharfenberg, Sean Clark 
   
  For years, darkness spread across the land infiltrating noble families and other organizations they came. The time of 
  House Rilyn’Virr nears its end. The choice is now yours: let a package go by helping the Guild and make a profit from it, 
  or stop it and perhaps die. Either way, you'll be chasing the darkness.  
   
  This is the final installment of the Chasing the Darkness series (Part One: URC5-04 That Which Lurks. Part Two: URC6-06 
  Enemy of My Enemy). A one -round County of Urnst adventure set in the County of Urnst for PCs level 4-15 (APLs 6-14). 
   
  Resources for this adventure [and the authors of those works] include: Complete Divine [David Noonan], Fiendish Codex I: 
  Hordes of the Abyss [Ed Stark, James Jacobs, & Erik Mona], GDQ 1-7 Queen of the Spiders [Gary Gygax], Libris Mortis [Andy 
  Collins & Bruce R. Cordell]. The Miniatures Handbook [Charles Ryan & Jennifer Clarke Wilkes]., Monster Manual IV 
  [Jennifer Clarke Wilkes, Chris Thomasson, M. Alexander Jurkat & Chris Sims], Sandstorm [Bruce R. Cordell, Jennifer 
  Clarke Wilkes & JD Wiker], URC4-08 Cold Trails [Michelle Lutz], URC5-04 That Which Lurks [D’Anne Rooney], URC6-06 
  Enemy of My Enemy [D’Anne Rooney].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even 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 table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure 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 one (1) point.  
   
  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 determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  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. 
  URC7-02 Chasing the Darkness 
   
  Page 1 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for 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. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  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. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the County of Urnst. Characters from the County of 
  Urnst pay one (1) Time Unit per round, while all other 
  characters pay two (2) Time Units per round. 
   
  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 will 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 also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for 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). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Lord Terrel Yarne was revealed as a drow in URC4-08 Cold 
  Trails. His story is that he went to war with all the other 
  young men who fought in the Greyhawk wars. However, 
  during a fierce battle, his fellows saw him fall, and, 
  presuming he was dead, left his body behind. 
   
  For some time a renegade group of drow that 
  worshipped the god Vhaeraun had been watching Terrel, 
  and, when he fell in battle, they seized the opportunity 
  presented. Taking him from the fight, they replaced him 
  with one of their own members of House Rilyn’Virr. The 
  ‘new’ Terrel Yarne proceeded to further the cause of 
  House Rilyn’Virr by working both sides of the war and 
  increasing his wealth. 
   
  Those who saw him noticed a change in him, but 
  assumed it was because of the fighting he had done and 
  his near-death experience. He returned to the County at 
  the end of the war and married a woman of common 
  ancestry. This greatly upset his family,-who had no idea 
  that this was not the real Terrel, - but it worked out well 
  for Terrel because the woman was easily enthralled and 
  she kept his secret.  
   
  He settled down in the County and became well-
  known for his superb wines, business acumen, and rare 
  public appearances. The rumors concerning this were 
  that he had been badly disfigured during the war and was 
  self conscious about his looks. 
   
  THE STORY THUS FAR…  
  Years later, Terrel began to make his move by marrying 
  his daughter to another noble, one Lord Garnwick Bryne. 
  His main purpose in doing this was an attempt to absorb 
  the smaller vintner’s properties with his own. That plan 
  failed when Kianna Yarne-Bryne was foiled in her plan by 
  adventurers and exposed as a drow priestess. (URC5-04 
  That Which Lurks) 
   
  Lord Yarne also had other drow begin to infiltrate 
  the Viper’s Den Rogue Guild based out of Brotton. They 
  found that they could use the network of rogue guilds to 
  further their goals on the surface. 
   
  The drow established a foothold in the town of 
  Didieln in the Vinewind area, as well as built a hidden 
  chapel beneath the manor house of Baron Belin 
  Torquann. Baron Belin Torquann has been missing since 
  the Civil War and his estates lie abandoned. Since the 
  capture and destruction of that particular temple, the 
  drow found that they needed to relocate. 
   
  This time they moved their operation to a hidden 
  location within Didieln. This new base gave them access 
  not only to the surface, but to the UnderOerth as well. 
  (URC6-06 Enemy of My Enemy) 
   
  In their continuing effort to create unrest and a 
  power vacuum in the County, they sent two of their most 
  accomplished assassins to kill the Contessa Elone Hofre 
  Gellor. Their idea was to further the demise of the Gellor 
  ruling house that began in URC6-01 Death of a Bird. Not 
  wanting to see the Contessa raised, they used a blade 
  made of thinaun to capture her soul. 
   
  All was going well for the worshippers of Vhaeraun, 
  or so they thought. They had laid their plans, made 
  inroads into the County’s hierarchy, and now was the 
  time to move. Amassing a great army beneath the very 
  feet of the County, they prepared to invade.  
   
  Their plans were destined to fail; however, as another 
  group of drow came to the fore. House Teken’afin, 
  worshippers of Lolth, sent an emissary to the County 
  with information not only about the drow army, but on 
  the location of the assassins of the Contessa. Shi’raena 
  URC7-02 Chasing the Darkness 
   
  Page 2 
  
  Teken’afin, high priestess of Lolth presented Lord Jacobis 
  Underley with the information needed to locate the 
  assassins. All she asked in return was the precise location 
  of the Rilyn’Virr army. (URC6-06 Enemy of My Enemy) 
   
  THE STORY CONTINUES… 
  Having destroyed the bulk of House Rilyn’Virr and its 
  army, Shi’raena Teken’afin found that there was one piece 
  still missing… the leader of this house. She knew that in 
  order to be fully successful, she must find the head of 
  House Rilyn’Virr and annihilate him as well.   
   
  Some years prior to this, the head of House 
  Rilyn’Virr died and the title and power passed to his only 
  descendant… Lord Terrel Yarne. Not being stupid by any 
  stretch of the imagination, Lord Yarne was well aware of 
  House Teken’afin and their agenda to obliterate him and 
  his house.   
   
  With the destruction of his army, Lord Yarne saw the 
  writing on the wall so to speak and decided it was time 
  for him to depart from the County.  
   
  Unwilling to take along the female thrall he has 
  called wife these past many years, Terrel kills her before 
  leaving so that she cannot tell anyone about him. 
  Fortunately for the rest of the Yarne family, they know 
  nothing about their supposed brother’s real identity and 
  so are safe from his killing hands.  
   
  Terrel’s contacts in the Viper’s Guild assist him in his 
  escape from the County with Shi’raena hot on his heels. 
  Those who are part of any Rogues Guild hear that a very 
  expensive ‘package’ is being moved across the border. Of 
  course, being the rogues they are, this is the most 
  interesting news they’ve heard in quite some time; and 
  perhaps they can make some profit from it.  
   
  ADVENTURE SUMMARY 
  Introduction: Setting the Hook The story opens with 
  the party of adventurers visiting the town of Hardwyn. 
  They can do some information gathering, which will lead 
  to the various hooks. 
   
  1: Striking a Deal  
  It is up to each person(s) who has received a mission 
  request, to convince their party to go along. 
   
  2: Chasing the Darkness All groups will be heading to 
  Shadowwick for one reason or another. As they arrive, 
  they meet with either resistance as they try to leave with 
  Terrel Yarne, or they become the resistance. 
   
  3: Into the Abyss The party is met by a face from the 
  past as they are pulled into the Abyss by a powerful force. 
   
  4: Following a Path As the drow priestess flees with her 
  captive, the party is attacked by some of the denizens of 
  the Abyss.  
   
  5: Caught in a Web The party is defeated by the minions 
  of Lolth sent to capture them. They are taken to her 
  stronghold to serve as either slaves, or sacrifices. 
   
  6: What a Wicked Web We Weave The party travels 
  through the Demonweb and discovers that doors of 
  choice line their path. 
   
  7: Queen of the Spiders The party has a choice here, go 
  free the captives and sacrifices, or go home. Choosing to 
  free the captives is not so easy though. 
   
  8: Out of the Parlor The party attempts to escape from 
  the Demonweb and return home. 
   
  Conclusion: The group finds out what their rewards 
  may be once they arrive back home. 
   
  PREPARATION FOR PLAY 
  Permitting non-standard use of influence during this 
  scenario is up to the DM’s discretion. The influence spent 
  in this way must be appropriate for the entity granting 
  the influence and that entity’s region of influence. The 
  cost for a single, non-standard, use is a minimum of three 
  influence points as per Favors and Influence in the 
  County of Urnst Regional Living Greyhawk Campaign. 
  The 
  DM 
  is 
  required 
  to 
  email 
  the 
  triad 
  at 
  coutriad@yahoogroups.com to report the non-standard 
  use for evaluation to be included in subsequent revisions 
  of that document.  
   
  Determine if any of the PCs belong to any of the 
  following groups or have any of the following favors. 
  • 
  Rogue’s guilds 
  • 
  Temples of Olidammara or Norebo 
  • 
  Underley Network 
  • 
  Have the favor of Lord Jacobis Underley 
  • 
  Knights of the Swan.  
   
  Go to Appendix 4 for a flow chart on what to give each 
  group or person. These items will be handed out before 
  the adventure even begins.  
   
  If there is no one in the group that belongs to any of 
  these factions, proceed to Encounter 1: Making the 
  Deal. 
   
  For those who belong to any faction, allow the PC to 
  read and respond to the assignment. If they have any 
  questions, continue to the Introduction: Setting the 
  Hook. If they have no questions, proceed to Encounter 
  1: Making the Deal. 
   
   
  INTRODUCTION: SETTING 
  THE HOOK  
  After you have given out the handouts to each faction, 
  take them aside according to their path and allow them to 
  ask the below questions. 
  URC7-02 Chasing the Darkness 
   
  Page 3 
  
   
  PATH A: BRINGING THE PACKAGE OUT 
  OF THE COUNTY 
  Once the player(s) have read the mission, allow them to 
  ask questions concerning it.  
   
  • 
  What exactly is the ‘package’? The package is a 
  man of note who has found that the County is no 
  longer a place in which he wishes to live. 
  • 
  Why does this person need to get out of the 
  County like this? That is not for me, or you, to 
  know. He just needs to leave unobtrusively. 
  • 
  Is there any danger in escorting him? Well of 
  course there is; that’s why he’s contracted me to hire 
  some hearty adventurers. 
  • 
  Is he wanted by the law? We are all innocent… 
  • 
  Who exactly is this person? Lord Terrel Yarne. 
  • 
  How much will you pay us? I will pay you more 
  than enough for your trouble. If pressed, he will 
  offer them 200 gp/APL. 
  • 
  Who are you? I am a person of no consequence and 
  therefore, you do not need to know that. Besides, you 
  will never see me after this. 
  • 
  How will Lord Yarne know that we are there to 
  help him? You will give him this emblem, which 
  will tell him you were sent by us. (The emblem is the 
  symbol of the Viper’s Rogue Guild) See Player 
  Handout 8 
   
  A Knowledge (local) check (DC 25) reveals that the 
  Vipers Guild has a sinister reputation. The same check 
  also reveals that the Viper’s Guild members also make up 
  the Shadow Network. 
   
  Once they agree to the mission, they are given 
  information leading them to a secret passage that goes 
  underground from the barn directly into the house and 
  Lord Yarne’s study. 
   
  Troubleshooting: If the PC or party attacks the 
  messenger, he escapes using the shadows and this 
  particular option will be closed to the party. Return to the 
  Encounter 1: Making the Deal and Path C: A Murder. 
   
  PATH B: STOPPING THE PACKAGE 
  Underley Network Members 
  Once the PC(s) has met their contact, allow him/her to 
  ask questions. Be sure to do this away from the table. 
   
  • 
  Who is this person? We suspect that it is Lord 
  Terrel Yarne. 
  • 
  Why is he considered an enemy of the County? 
  Because we have discovered that he was involved in 
  the murder of the Contessa. 
  • 
  What do we do if/when we catch him? Bring him 
  back to Radigast City and to Lord Underley for 
  further determination of his guilt. 
  • 
  Is the Countess aware of this? No, she is not as 
  yet. 
  • 
  Does the Countess approve of this? She will be 
  made aware of this once we have the culprit in hand. 
  • 
  What will happen to him upon his return to 
  Radigast? He will be tried for his crimes. 
  • 
  Should we bring him back dead or alive? Alive is 
  preferable, but dead is also fine. 
  • 
  How much will we get paid? The man smiles 
  slightly as he tells the group that they will be paid as 
  they always are. 
  • 
  Do you have a suggestion on where to start? He 
  is heading toward his estates near Didieln. 
   
  Once they agree to the mission, they are given 
  information leading them to a secret passage that goes 
  underground from the barn directly into the house and 
  Lord Yarne’s study. 
  Knights of the Swan 
  If the Knight, or page, of the Swan agrees to meet with 
  Sir Hewlin, give them Player Handout 6: Meeting with 
  Sir Torquann. 
   
  If after reading the handout, the adventurer wants to 
  ask 
  questions. 
  Whittenbock 
  has 
  the 
  following 
  information. Take the player away from the others to give 
  them the answers. 
   
  • 
  Who is this person? We suspect that it is Lord 
  Terrel Yarne. 
  • 
  Why is he considered an enemy of the County? 
  Because we have discovered that he was involved in 
  the murder of the Contessa. 
  • 
  What do we do if/when we catch him? Bring him 
  back here for further determination of his guilt. 
  • 
  Is the Countess aware of this? No, she is not as 
  yet. 
  • 
  Does the Countess approve of this? She will be 
  made aware of this once we have the culprit in hand. 
  • 
  What will happen to him upon his return to 
  Radigast? He will be tried for his crimes. 
  • 
  How much will we get paid? Sir Hewlin looks 
  surprised. Why, you should see this as your duty, not 
  as a way to make some coin. 
  • 
  Should we bring him back dead or alive? Alive is 
  preferable, but dead is better than not at all. 
  • 
  Do you have a suggestion on where to start? He 
  is heading toward his estates near Didieln. 
   
  Once they agree to the mission, they are given 
  information leading them to a secret passage that goes 
  underground from the barn directly into the house and 
  Lord Yarne’s study. 
  URC7-02 Chasing the Darkness 
   
  Page 4 
  
   
  1: MAKING THE DEAL 
  Winter has its grip firmly over the County of Urnst. 
  For reasons of your own, you traveled to Hardwyn 
  and managed to procure a room at the Stinging 
  Nettle.  
   
  Sitting in the common room this evening are 
  several other adventurers; some you recognize, and 
  some you may not. 
   
  Allow the PCs to introduce themselves if they do not 
  already know each other. However, if they choose to sit 
  alone, then that is fine as well. 
   
  Give them some time to roleplay with each other and 
  the barmaid who serves drinks to them. While they are 
  sitting in the inn, they overhear the following 
  conversations with a successful Listen check: 
  • 
  DC 1 The Council of Peers elected Rachel 
  Duncombe as Countess Rachel the First. 
  • 
  DC  5 Countess Rachel is getting ready to establish 
  her Council of Lords. 
  • 
  DC  10 There are rumors of something dark and evil 
  living in the Fennelmore.  
  • 
  DC  12 Several marriage proposals from other 
  nations have been sent to the new Countess. 
  • 
  DC  14 There have been some strange comings and 
  going on the road coming down from the 
  Artonsamay this past month. 
  • 
  DC  16 Such a shame that Lord Yarne lost the Private 
  Label Reserve award this year to Lord Garnwick 
  Bryne. Especially since he had won this special 
  award for the past 6 years. 
  • 
  DC  20 They say that Lord Jacobis Underley has 
  established an alliance with dark, demonic forces. 
  • 
  DC  25 Lord Terrel Yarne has been even more 
  reclusive lately than normal. No one has actually 
  seen him, or his wife, in a fortnight. 
   
  ALL  
  Allow each person who has received a mission to present 
  the mission to their group and attempt to convince them 
  to go along with it. The entire party must agree to follow 
  ONE path. If they do not reach a common decision, 
  continue with Path C: A Murder. 
   
  If no one in the group qualified for a mission, 
  proceed with Path C: A Murder. 
   
  PATH C: A MURDER 
  This path is for those who did not fit into any of the above 
  groups, or for those who refused any of the other 
  missions. 
   
  Read or paraphrase the following to the entire group: 
   
  The door of the inn slams open as a large man with 
  piercing green eyes pushes into the building. His 
  eyes rove over the room and the occupants within 
  before lighting on you. 
   
  Crossing the room with long strides, he stops at 
  your table and says, “I have need of your assistance 
  in tracking down a murderer.”  
   
  If the party decides to go investigate, continue, otherwise, 
  the adventure is over for them. 
   
  The Constable, Kurl Mecole, leads you to the Yarne 
  house in Hardwyn. Upon entering, you notice that 
  there are quite a few others searching the area for 
  clues. 
   
  Taking you directly to the bedroom, you notice a 
  covered body in the middle of a large canopied bed.  
   
  There is no doubt that this is the body of a wealthy 
  woman and, although very few have actually seen Lady 
  Yarne, there is no question that this is her.  
   
  A search or heal check of the body (DC  15) reveals 
  that she was killed skillfully, with an assassin’s blade at 
  the base of her skull. 
   
  A further search of the room (DC  15), specifically 
  the desk, uncovers a message written in Undercommon 
  (DC 20 Decipher Script). See Player Handout 7. This 
  should lead the party to Shadowwick, the Yarne estate 
  outside of Didieln. 
   
  2: CHASING THE DARKNESS 
  All groups will be heading to Shadowwick, one of Yarne’s 
  estates near Didieln, for one reason or another. As they 
  arrive, they meet with either resistance as they try to 
  leave with Terrel Yarne, or they become the resistance. 
   
  Follow the path the group is taking. All groups will 
  be facing the same group of NPCs; depending on the 
  path. The NPCs are from the opposing faction. 
   
  See Appendix Six for a map of Shaddowwick. 
   
   
  PATH A: BRINGING THE PACKAGE OUT 
  OF THE COUNTY 
  Once the party arrives at Shadowwick, they are greeted at 
  the front door by a set of guards who demand to see proof 
  of who they are. Once the proof is given, they are shown 
  to Terrel Yarne’s study where he is frantically packing his 
  personal items for travel. He refuses to leave until he has 
  everything. 
   
  While the party waits for him to gather his items, the 
  group attempting to stop him enters the room via a secret 
  passage that they were told about. 
   
  Give the PCs Listen checks (DC 15+APL) to hear the 
  opposing party coming through the passage. 
   
  PATH B: STOPPING THE PACKAGE 
   
  URC7-02 Chasing the Darkness 
   
  Page 5 
  
  Underley Network Members and 
  Knights of the Swan 
  From here on out, these two groups are following the 
  same path. 
   
  Once the party arrives at Shadowwick, they easily 
  find the secret entrance into the house. The passage leads 
  underground from the barn to the house and then 
  through passages to Lord Terrel’s study. 
   
  If they step through the secret door, they find Lord 
  Yarne in his room adjacent to the study. However, there 
  is a group of thugs there defending him. 
   
  Give the thugs escorting Lord Yarne Listen checks 
  (DC 10+APL) to hear the approach of the PCs through the 
  secret passage and allow them to be ready if necessary. 
   
  PATH C: A MURDER 
  The investigators of the murdered Lady Yarne find 
  evidence that leads them to believe that Lord Yarne is 
  heading for his Shadowwick estate.  
   
  Upon arriving, they find Lord Yarne and his body 
  guards in his bedroom as he packs his belongings. 
   
  ALL PATHS 
   
  APL 6 (EL 6) 
   
  �Lokee: human male fighter 2; hp 24; see Appendix 
  One 
   
  �Jeanuea Fletcher: human female ranger 2; hp 16; 
  see Appendix One 
   
  �Brother Justin of Olidammara: human male 
  cleric 3; hp 20; see Appendix One 
   
  �Rheanna Hinge: human female wizard 3; hp 13; 
  see Appendix One 
   
  APL 8 (EL 8)  
   
  �Lokee: human male fighter 4; hp 42; see Appendix 
  One 
   
  �Jeanuea Fletcher: human female ranger 4; hp 32; 
  see Appendix One 
   
  �Brother Justin of Olidammara: human female 
  cleric 5; hp 40; see Appendix One 
   
  �Rheanna Hinge: human female wizard 5; hp 26; 
  see Appendix One 
   
  APL 10 (EL 10) 
   
  �Lokee: human male fighter 6; hp 64; see Appendix 
  One 
   
  �Jeanuea Fletcher: human female ranger 6; hp 48; 
  see Appendix One 
   
  �Brother Justin of Olidammara: human male 
  cleric 7; hp 36; see Appendix One 
   
  �Rheanna Hinge: human female wizard 7; hp 36; 
  see Appendix One 
   
  APL 12 (EL 12) 
   
  �Lokee: human male fighter 8; hp 93; see Appendix 
  One 
   
  �Jeanuea Fletcher: human female ranger 8; hp 64; 
  see Appendix One 
   
  �Brother Justin of Olidammara: human male 
  cleric 9; hp 74; see Appendix One 
   
  �Rheanna Hinge: human female wizard 9; hp 64; 
  see Appendix One 
   
  APL 14 (EL 14) 
   
  �Lokee: human male fighter 10; hp 127; see 
  Appendix One 
   
  �Jeanuea Fletcher: human female ranger 10; hp 
  80; see Appendix One 
   
  �Brother Justin of Olidammara: human male 
  cleric 11; hp 90; see Appendix One 
   
  �Rheanna Hinge: human female wizard 11; hp 78; 
  see Appendix One 
   
  Tactics: The fighters do their best to protect the casters 
  during this fight. All of the NPCs are wearing holy 
  symbols of Olidammara. 
   
  Development: As soon as the last guard becomes 
  incapacitated, proceed to Encounter 3: Into the Abyss. 
    
  3: INTO THE ABYSS  
  As the last of Lord Yarne’s guards falls to the ground 
  or flees, a dark portal, the size of a normal doorway, 
  opens beside Lord Yarne. Reaching through the 
  portal with eight tentacles is a creature shaped like a 
  blob and smelling horribly. It wraps Lord Yarne in 
  its grasp and pulls him back through the opening.  
   
  As Lord Terrel Yarne disappears through the 
  gateway, you hear the voice of Shi’raena Teken’afin, 
  the drow priestess some of you have met before, say, 
  “Foolish adventurers. You have played very nicely 
  into my web.” 
   
  As the priestess and her entourage disappear 
  from the portal’s field of view, you feel a strong force 
  wrenching at you. As if the open gate beckons you to 
  follow.  
   
  You realize that the portal is beginning to fade 
  away. 
   
  The party has a choice to step through the gate or not. If 
  the party does not step through the gate in two rounds, 
  the adventure is over and they have lost Terrel Yarne to 
  the drow. If they do not step through, Terrel Yarne is 
  gone, never to be seen again. Proceed to the Conclusion. 
   
  If the party steps through the gate, continue to the 
  next encounter.  
   
  DM’s Note: If the PCs take the time to loot the fallen, 
  they do not have time to go through the portal before it 
  closes. However, on their return trip, if they remember 
  URC7-02 Chasing the Darkness 
   
  Page 6 
  
  that they have left fallen behind them, they may direct 
  the portal to return them to this room. 
   
  In addition, if they attack Lord Yarne, he surrenders, 
  but is taken by the yochlol before the PCs can take him 
  anywhere. 
   
   
  4: FOLLOWING A PATH 
  Stepping through the portal, you find you are in a 
  strange-looking room with a polished, stone floor, 
  foggy walls, and four doors leading out of it. One of 
  those doors is the one from which you entered the 
  room and, as you watch, it closes behind the last 
  person to cross the threshold and fades from sight.  
   
  Unfortunately, looking at the other three doors, 
  you cannot determine which one the priestess of 
  Lolth and her entourage went through. 
   
  If they try to locate the door that they just came through, 
  they will be unsuccessful; it no longer exists. 
   
  The players are now in the 66th level of the Abyss; 
  the Demonweb Pits. See Appendix 2: The Demonweb 
  for a description. Use this to describe to the PCs where 
  they are. 
   
  Give anyone that states they are looking closer at the 
  floor a Spot check (DC 15) to notice the tormented faces 
  that make up the stone. 
   
  Tracking the drow over the stone floors is impossible 
  due to the nature of the floor. 
   
  If any of the PCs makes a DC 20 Knowledge (planes) 
  checkgive them Player Handout 5: The Demonweb. 
   
  A door is chosen, a choice is made and you continue 
  on into this strange place. Winding away into the 
  distance between the foggy walls is a 20 foot wide 
  stone walkway. 
   
  PCs who make a DC 10+APL Listen check hear Terrel 
  Yarne’s occasional calls for help in the distance. You 
  should remember that the PCs cannot teleport while 
  inside the Demonweb and that there is no light unless 
  otherwise stated. 
   
  If the party follows the fleeing drow, give them 
  another DC 15+APL Spot and/or Listen check to notice 
  the creatures falling down on the party from the above 
  path of the web. The distance between paths is 40 feet 
  and feather fall allows a PC to fall 60 feet per round, so the 
  monsters reach the party in the start of the round. 
   
  Shi’raena has the protection of Lolth while she is 
  here, and she knows the web very well. While she and 
  her party are fleeing the PCs, she has sent back some 
  other creatures to slow them down. 
   
  If, however, the PCs have forged papers, using the 
  ring from ADP6-01 Fane of the Drow with a check of DC 15, 
  the group sent to stop them, allows them to pass while 
  looking somewhat confused. In this event, the PCs get 
  full experience for bypassing the encounter.  
   
  A DC 15 Knowledge (religion) check reveals that 
  these are a Lolth-touched creatures, a superior specimen. 
  Lolth is the spider goddess of the drow and Queen of the 
  Demonweb Pits. 
   
  Another DC 15 + the creature’s CR Knowledge 
  (religion) check reveals that Lolth-touched creatures can 
  be of almost any kind, and that they have greatly 
  increased Strength and Constitution. They are utterly 
  fearless. 
   
  APL 6 (EL 9) 
   
  �Lolth Touched Barbarian (3): Female elf (drow) 
  barbarian 3; hp 54; see Appendix One 
   
  �Priestess of Lolth: Female elf (drow) cleric 6; hp 
  57; see Appendix One 
   
  APL 8 (EL 11) 
   
  �Lolth Touched Barbarian (3): Female elf (drow) 
  barbarian 5; hp 90; see Appendix One 
   
  �Priestess of Lolth: Female elf (drow) cleric 8; hp 
  71; see Appendix One  
   
   
  APL 10 (EL 13) 
   
  �Lolth Touched Barbarian (3): Female elf (drow) 
  barbarian 7; hp 105; see Appendix One 
   
  �Priestess of Lolth: Female elf (drow) cleric 10; hp 
  85; see Appendix One 
   
   
  APL 12 (EL 15) 
   
  �Lolth Touched Barbarian (3): Female elf (drow) 
  barbarian 9; hp 135; see Appendix One 
   
  �Priestess of Lolth: Female elf (drow) cleric 12; hp 
  99; see Appendix One 
   
   
  APL 14 (EL 17) 
   
  �Lolth Touched Barbarian (3): Female elf (drow) 
  barbarian 11; hp 165; see Appendix One 
   
  �Priestess of Lolth: Female elf (drow) cleric 14; hp 
  113; see Appendix One 
   
   
  Development: The drow attempt to capture the PCs 
  rather than kill them; however, they will still use lethal 
  damage. Once the fight is done, any PC that is bleeding 
  out is stabilized by the drow who take them to Lolth’s 
  prison. Continue with Encounter 6. 
   
  If the party defeats the group sent to attack them, 
  they may continue along the path they have been 
  following, or they may attempt to change to another path. 
  Proceed to Encounter 5. 
   
  5: WHAT A WICKED WEB WE 
  WEAVE  
  Allow the PCs to decide what they want to do now. They 
  may attempt to follow the priestess, or they may try to 
  explore more of the Demonweb. 
   
  If they choose to follow after the priestess, they will 
  find that the web seems to go on interminably.  
  URC7-02 Chasing the Darkness 
   
  Page 7 
  
   
  Every now and then, they pass a metal door that sits 
  on the side of the path. The door appears to be firmly 
  attached to the path; however, if they manage to look at 
  the other side of the door, they will see merely the other 
  side of the door.  
   
  Opening the door is a different matter. If they do so, 
  give them the description of the opened doors by rolling 
  a d12 to determine which doors they get. Limit these 
  rooms to those with treasure if running under a 
  time limit (Rooms Four, Six, and Eight) 
   
  Door One 
  This square room 40’ x 40’ is paved with black and white 
  marble squares in a chessboard pattern. Lined up on both 
  sides of the room are human sized marble chess pieces in 
  the various dress of the piece they represent, as well as 
  made up of various creatures. 
   
  The white pieces are all good creatures some 
  humanoid, some outsider.  
   
  The black pieces are all made up of evil creatures. 
  The black queen is a representation of a spider with a 
  beautiful woman’s face. 
   
  There is nothing extraordinary about this room; 
  however, anyone looking closely at the chess pieces with 
  a DC 25 Search or a Heal check realize that these were 
  once real creatures. 
   
  This would be a perfect place for the party to rest. 
   
  Door Two 
  This unlit room is 80’ x 150’, the ceiling 20 feet high; the 
  entrance is in the center of one 150-foot wall. The floor is 
  inlaid with an elaborate mosaic of demonic designs, but 
  other than that, the room is bare. 
   
  This would be a perfect place for the party to rest. 
   
  Door Three 
  This room is 70’ x 70’ and an unearthly glow seems to 
  come from everywhere, lighting the room. 
   
  In each corner of the room is a pedestal with the 
  statue of a devil on each and in the center of the room is 
  an arcane circle. 
   
  This is a teleportation room that teleports anyone 
  stepping into the circle to the Battle Fields of Acheron. 
   
  A DC 20 Knowledge (arcane) identifies the circle 
  and a DC 20 Knowledge (planes) the plane of Acheron. 
   
  This is one of the various exits from the Abyss. If the 
  PCs choose to use this portal, or any other they come 
  across other than the one leading home, it takes them 10 
  TUs to return to the County.  
   
  However, if the group has a cleric able to cast plane 
  shift with them, or if they have rescued Faelwyn, they can 
  avoid this penalty. 
   
  Door Four 
  This room appears to be a stable of sorts. Its only 
  occupant is a nightmare, which is locked in a stall and 
  chained to the floor. This is the personal mount of Lolth. 
   
  A DC 10 Spot check reveals that the creature is badly 
  wounded and has been abused for quite some time, 
  perhaps years. 
   
  It will tell the party that, if they release him, he will 
  reward them with his horseshoes of speed. 
   
  All APLs 
   
  �Nightmare: large outsider (evil, extraplanar); hp 
  23; see Monster Manual pp 194 
   
  Door Five 
  This room is 90 feet square and appears to be lit from the 
  ceiling by a pale blue radiance. The walls of the room are 
  polished black stone and have no ledges, handholds, 
  niches or cracks that the party can see.  
   
  From the door, which is in the center of the wall and 
  20 feet from the floor, a 10-foot-wide stone ramp extends 
  to the center of the room to a 30’ diameter island. 
  Surrounding the island and covering the floor of the rest 
  of the room is water, black and impenetrable to sight. The 
  water is 20 feet deep. 
   
  A DC 20 Knowledge (arcane) identifies the island as 
  a teleportation circle, and a DC 20 Knowledge (planes) 
  reveals that it leads to the Elemental Plane of Water. 
   
  This is one of the various exits from the Abyss. If the 
  PCs choose to use this portal, or any other they come 
  across other than the one leading home, it will take them 
  10 TUs to return to the County.  
   
  However, if the group has a cleric able to cast plane 
  shift with them, or they have rescued Faelwyn, they can 
  avoid this penalty. 
   
  Door Six 
  In this small (10’ x 10’), but ornate room, is a table 
  with an elderly man sitting at it. The man shuffles a 
  deck of tarot cards and then looks expectantly at 
  those in the doorway. 
   
   
  The man will lay out four tarot cards before the first 
  PC that sits at the table with him. 
   
  The old man gazes closely at the cards, then at your 
  face before a wide smile spreads across his face. 
  “Ah… you are the one I was told to wait for and here 
  you are.”  
   
  Reaching into his robes, he draws out an object 
  wrapped in black silk and hands it to you. “This was 
  meant for you.” 
   
  Wrapped in the silk is a Horn of Goodness/Evil. Once he 
  has handed it to the PC: The old man fades from sight 
  and the room becomes bare with only the chair that 
  are sitting in left behind and the table with the deck 
  of cards still sitting on it.  
   
  The cards are a Deck of Illusions, Planar. 
   
  Door Seven 
  This 30’ x 30’ room is well lit by torches. There are 
  two doors other than you entered through, set in 
  URC7-02 Chasing the Darkness 
   
  Page 8 
  
  each of the walls. Directly opposite the entrance is a 
  highly polished 10-foot-square metal mirror.  
   
  The mirror is actually a very powerful lodestone. Any 
  PC wearing armor made of metal (magical armor 
  included) who is in the room, or within 10 feet of the 
  mirror, will be drawn to this magnet. Studded leather is 
  lightly tugged at, and PCs wearing chain or scale mail 
  may avoid being drawn in with DC 15 or greater Strength 
  check.  
   
  A PC wearing splint or banded mail must succeed at 
  a Strength check of DC 18 or greater to resist the pull, 
  and anyone in plate mail is inescapably drawn in. 
   
  Anyone who is pulled to the mirror must succeed at 
  a DC 25 Strength check to escape. They may receive the 
  help of three of their party members to get loose and out 
  of the room. 
   
  DM’s Note: Rather than spend a half hour throwing dice, 
  allow them to experience the room and then succeed in 
  getting out. 
   
  Door Eight 
  This 30’ x 30’ foot room is dark and dank with piles 
  of rubbish lying along the back walls of the room.  
   
  A DC 30 Search check uncovers a secret door that leads to 
  a small room containing a single bed and an occupant. 
   
  The occupant is a hound archon named Faelwyn. 
  She has been beaten and tortured by the mariliths who 
  normally occupy this room. She tells the PCs that they 
  need to leave before the demons return. 
   
  If the party sets Faelwyn free, they may take her as a 
  cohort if they qualify.  
   
  If they ask Faelwyn where the prisoners would be 
  taken, she responds that they are taken to Lolth’s prison 
  via a portal. She knows this because she has been there 
  and was recently given to the mariliths as a plaything. She 
  can show them the way if they ask her to. 
   
  If the party decides to stick around to fight the 
  mariliths, they will be beaten to a pulp and captured 
  when the six demons return. 
   
  �Hound Archon: female medium outsider (archon, 
  extraplanar, good, lawful); hp 33 (currently 12); Monster 
  Manual pp 16 
    
  Door Nine 
  This 50’ x 70' room has walls made of rough 
  mortared stone and there is a 12-foot tall bronze 
  double door in the center of the opposite wall. The 
  floor is loosely packed dirt, littered with bones and 
  decayed flesh. Torch or lantern light reveals the 
  occasional gleam of a gem or a coin in the dirt. 
   
  After investigation, PCs discover that the bronze 
  doors are false doors. There is nothing else remarkable 
  about this room. Those making a DC 10 Knowledge 
  (religion) check realize that this was a burial chamber at 
  one point in time. 
   
  A DC 20 Knowledge (religion) check reveals that 
  this was a room used for growing ghasts in the turned 
  soil. However, someone or something has come through 
  here recently and ripped all of the undead apart, leaving 
  them to rot. 
   
  Door Ten 
  This 50’ x 50’ room has a 10-foot-square pit filled 
  with blazing logs in the center of it. The walls are 
  encrusted with brittle layers of molds and lichens 
  that have survived by the light and the warmth of 
  the fire.  
   
  The floor near the walls is littered with broken 
  bits of the things that grow on the walls. The ceiling 
  is sooty black. The air is warm and smoky, but not 
  uncomfortable. 
   
  A DC 20 Knowledge (arcane) identifies the pit as a 
  teleportation device, and a DC 20 Knowledge (planes) 
  reveals that it leads to the Elemental Plane of Earth. 
   
  This is one of the various exits from the Abyss. If the 
  PCs choose to use this portal, or any other they come 
  across other than the one leading home, it will take them 
  20-APL TUs to return to the County.  
   
  However, if the group has a cleric able to cast plane 
  shift with them, or they have rescued Faelwyn, they can 
  avoid this penalty. 
   
  Door Eleven 
  This massive room is lit with black candles and the 
  floor is obsidian with a web pattern cut into the 
  stone. 
   
  The center of the web-like floor has an altar 
  sitting in the midst of it, as well as a depiction of 
  Lolth hanging above it. This is obviously an evil 
  temple to the Spider Queen. 
   
  Any PC of good alignment will be unable to enter 
  this room without a Will save of DC 30. If they fail the 
  save, they gain one negative level.  
   
  If the PCs do manage to enter anyway, they find 
  nothing of note here. If good PCs attempt to consecrate 
  the area, they find that their magic is not powerful 
  enough to do so. 
   
  Door Twelve 
  This door leads back to the room where you began.  
   
  If PCs return to this room before they have completed 
  the module and decide to leave; then proceed to the 
  Conclusion. 
   
  Portal to Lolth’s Prison 
  This portal leads to the area where all prisoners are kept. 
  Prominent enemies of Lolth who (by resilience or 
  charisma cannot be destroyed often find themselves 
  exiled to Lolth’s Prison.  
   
  If the PCs cross through the portal, proceed to 
  Encounter 7: Queen of the Spiders. 
   
  URC7-02 Chasing the Darkness 
   
  Page 9 
  
  6: CAUGHT IN A WEB 
  If any of the PCs are captured during the battle with the 
  denizens of the demonweb, they will be taken directly to 
  Lolth’s prison. 
   
  Read or paraphrase the following: 
   
  You awaken naked, unarmed, and alone, to the 
  sounds of screams, crying, and pleas for mercy 
  coming from all around you. 
   
  The cage in which you find yourself is chaotic; 
  however, you can make out some of the languages 
  being spoken by the beings around to you. 
   
  All of the PCs are chained to a metal wall within the cage.
   
  They have none of their possessions, nor any spell 
  components. In addition, a permanent anti-magic zone 
  has been placed on the area. Therefore, not even spells 
  without spell components will work. 
   
  Those captured will be here for several hours and are 
  visited only once by a drow female guard who examines 
  them and pronounces their fate.  
   
  Use the table below to randomly roll the fate of each 
  captured PC. 
   
  D10
  Fate
  1-2 
  Food for the spiders 
  3-4 
  Breeding stock 
  5-6 
  Slave labor 
  7-8 
  Sold to Mindflayers 
  9-10 
  Sacrifice to Lolth 
   
  Eventually, a group of adventurers comes to rescue the 
  prisoners. Once rescued, continue to the Conclusion: I 
  Had to be Rescued 
   
  7: QUEEN OF THE SPIDERS 
  Crossing through the portal reveals a tiny flat world 
  with a diameter of about 2,000 yards. Five small suns 
  glow through the surrounding inky starfield, 
  ranging in color from red to white.  
   
  The cages sitting in the center of the world are 
  guarded by several creatures and the screams and 
  moans of the prisoners can be heard echoing 
  through the air. 
   
  You can just make out the form of Terrel Yarne 
  being beaten by one of the guards before being 
  thrust into the cage on the left. 
   
  Allow the PCs to discuss their next course of action. 
   
  If they decide to attempt to rescue Lord Terrel Yarne 
  or any of the captives they hear screaming, continue.  
   
  If they decide not to rescue anyone, the guards see 
  them in any event and bring the fight to them.  
   
  While the battle rages, Terrel Yarne starts working 
  on the lock of his cage and is free in 5 rounds, then he 
  unlocks the other cages. 
   
  Once this happens, the prisoners begin to flee away 
  from the fight. Terrel’s hope is that he will be lost in the 
  confusion and able to escape. 
   
  APL 6 (EL 9) 
   
  �Yochlol: Medium outsider; hp 95; see Appendix 
  One 
   
  �Quasit (6): Tiny outsider (chaotic, extraplanar, 
  evil); hp 13; Monster Manual pp 46 
   
   
  APL 8 (EL 11) 
   
  �Yochlol: Medium outsider; hp 95; see Appendix 
  One 
   
  �Babau (4): Medium outsider (chaotic, extra planar, 
  evil); hp 66; Monster Manual pp 40 
   
  APL 10 (EL 13) 
   
  �Yochlol: Medium outsider; hp 95; see Appendix 
  One 
   
  �Vrock (4): Large outsider (chaotic, extra planar, 
  evil, tanar’ri); hp 115; Monster Manual pp 48 
   
  APL 12 (EL 15) 
   
  �Yochlol (2): Medium outsider; hp 95; see 
  Appendix One 
   
  �Bebilith (3): Huge outsider (chaotic, extra planar, 
  evil); hp 150; Monster Manual pp 42 
   
  �Vrock (3): Large outsider (chaotic, extra planar, 
  evil, tanar’ri); hp 115; Monster Manual pp 48 
   
  APL 14 (EL 17) 
   
  �Yochlol (2): Medium outsider; hp 95; see 
  Appendix One 
   
  �Vrock (4): Large outsider (chaotic, extra planar, 
  evil, tanar’ri); hp 115; Monster Manual pp 48 
   
  �Bebilith (8): Huge outsider (chaotic, extra planar, 
  evil); hp 150; Monster Manual pp 42 
   
  Treasure: None 
   
  Tactics: The demons protect the yochlol while she uses 
  her domination ability on the PCs. Demons (especially at 
  higher APLs) use their abilities to the maximum 
  efficiency. (Vrock use Dance of Ruin, Bebilith rend armor, 
  Yochlol use dominate to turn the party against one 
  another). Make sure you are familiar with the many 
  abilities of each demon. 
   
  Lolth is fully aware of the presence of the PCs in her 
  domain; however, she has done nothing as yet because 
  she is curious about how far they will come. 
   
  After the fight has gone on for several rounds, read 
  or paraphrase the following. 
   
  As the fight rages, you hear a loud sound and 
  looking up, you see a gargantuan metallic spider 
  lowering through the air to land on the flat plain a 
  hundred of feet from the cages. 
  URC7-02 Chasing the Darkness 
   
  Page 10 
  
   
  The mouth of the spider opens and reveals itself 
  as a gang plank of sorts that comes to rest in the 
  dusty soil. 
   
  Exiting from the mouth of the spider is a swarm 
  of demons, drow, yochlol and other creatures; 
  following them is perhaps the most beautiful 
  woman you have ever seen. Well, at least she would 
  be if the lower half of her body was not shaped like a 
  spider.  A chill passes over you as you realize that 
  you are seeing the goddess Lolth.  
   
  You can tell that the army is pleading with her 
  to allow them to come confront you, but as her cold 
  pale eyes lock on yours, and the cruel smile parts her 
  lips, you realize that she is just waiting to see how 
  you will fare.  
   
  You are a fly caught in her web and for now, she 
  just plays with you. 
   
  Development: If the party chooses to stand and fight 
  after the first group of monsters are defeated, continue to 
  throw the above monsters at them one wave after 
  another.  
   
  If they choose to flee back the way they came, 
  continue to Encounter 8: Out of the Parlor. 
   
  8: OUT OF THE PARLOR 
  You hear a voice say, “This way, I know the way out.” 
  Clearing your vision, you see a drow, who vaguely 
  resembles Terrel Yarne. 
   
  Do not let the party debate very long about following 
  Lord Yarne. Give them two rounds of discussion before 
  having Lolth and her army begin to march towards the 
  PCs.  
   
  If the PCs continue to stand in Lolth’s sight, they are 
  captured and Lord Yarne is slain before their eyes. 
   
  If the PCs choose not to take Lord Yarne along, he 
  follows them anyway because he feels he just might be 
  safer with them than alone in the Demonweb.  
   
  During their flight toward the portal home, they 
  hear a contingent of drow behind them. 
   
  Shi’raena Teken’afin calls out from the small army 
  of drow (about 40 in all) following you, “You cannot 
  tell me that you actually trust this vermin,” she says 
  indicating Terrel Yarne. “I have a bargain for you. 
  Give him to me, and I will show you the way back to 
  your home plane. As a matter of fact, I can have it 
  open in the same place from where you entered. 
  Lolth wants the traitor more than she wants you"” 
   
  If the PCs are willing to listen to Shi’raena Teken’afin, 
  proceed to Dealing with the Drow. If they are not, 
  Shi’raena lets them go and will telling them they are 
  fools. Proceed to Dealing with Lord Yarne. 
   
  If, however, they have Faelwyn with them, they my 
  choose to follow her. In that event, proceed to Following 
  Faelwyn. 
   
  Dealing with the Drow 
  Shi’raena waits to see what the party has to say. By now, 
  they should be depleted in resources and should realize 
  that attacking her and her group will mean their death. 
   
  She will offer the PCs a gift for giving her Terrel. She 
  will offer an even larger gift if the PCs kill Terrel and 
  leave his body with her. However, Terrel is unarmed and 
  considered defenseless. Paladins and those with Lawful 
  and Good alignments should think twice about this. 
  Paladins and divine casters of lawful or good deities, who 
  allow this, lose their divine abilities until they atone 
  because this is an evil act. 
   
  If they choose to make the deal with Shi’raena, she 
  immediately takes them to the correct portal room. If this 
  happens, continue to At the Portal.  
   
  Dealing with Lord Yarne 
  If the group chooses to follow Lord Terrel Yarne, they 
  have to find their own way out of the web because Lord 
  Yarne has never been here before and does not actually 
  know the way out. In this instance, they will be lost for 10 
  TUs before they find their way to the portal to the Prime 
  Material Plane. 
   
  However if the group has a cleric with them able to 
  cast plane shift, or they have rescued Faelwyn, they can 
  avoid this penalty. 
   
  Once they reach the portal, Lord Yarne tells them 
  that this is the portal to the Prime Material plane and all 
  they need to do is think of where they want to come out 
  at. 
   
  Lord Terrel Yarne will do his best (even offering to 
  give his holdings to one of the party members) to get the 
  party to allow him to go through on his own. If he 
  succeeds, he chooses another location from the rest of the 
  group and will be gone forever.  
   
  Following Faelwyn 
   
  Having been in the Demonweb for years, Faelwyn is 
  familiar with its layout. She takes them to a portal leading 
  to her home plane. From there, they are be able to find 
  their way home. 
   
  At the Portal 
  No matter which person the PCs decided to follow, they 
  eventually reach a portal. When they do reach a portal, 
  read or paraphrase the following: 
   
  The portal opens and you can see the destination 
  that you have chosen on the other side. 
   
  However, just as you begin to step through, you 
  hear that same sound made by the Spider Queen’s 
  URC7-02 Chasing the Darkness 
   
  Page 11 
  
  gargantuan metallic spider and you feel the area 
  around you shake. The image brought to mind is 
  that of a giant spider sitting on its web, testing the 
  strands for food. 
   
  If they hurry through the portal, there is no problem. If 
  they delay, they are captured. 
   
  CONCLUSION 
  Whispers on the wind scatter across the County of 
  Urnst like leaves trailing behind a dying storm.  
   
  Rumor has it that Lord Terrel Yarne murdered 
  his wife and left the County, leaving all of his 
  belongings and the family business to Faun Yarne. 
   
  Apparently, the new Lady Yarne is unaware of 
  her brother’s location and saddened by the fact that 
  he will not be at her wedding to Zeli Torquann in 
  the Spring. 
   
  Other rumors say that Lord Terrel Yarne is dead, 
  and still others, that he was a drow of all things. 
  Surely that is a lie…. 
   
  Several days later, each of you receives a message 
  from Lord Garnwick Bryne thanking you for your 
  recent assistance. Included in the message is an 
  offer from the newest winner of the Harvest Label 
  Private Reserve to sell to you his special award 
  winner for half price. 
   
   
  AR REWARDS 
  Judges: Please ensure that you give the appropriate 
  AR rewards to each player. 
   
  PCs Worked for the Viper’s Guild 
  • 
  If the group was tasked by the Viper’s Rogue Guild 
  to assist Lord Terrel Yarne in leaving the County and 
  they have not brought him back to the County, they 
  will receive the Favor of the Viper’s Guild AR 
  reward. (They receive this award even if they gave 
  him over to Shi’raena Teken’afin) 
   
  PCs Worked for the Underley Network 
  • 
  If the group was tasked by the Underley Network to 
  stop Lord Terrel Yarne from leaving the County and 
  they have him in their possession, or explain that 
  they left him in the Abyss, they will receive the 
  Favor of the Underley Network AR reward. 
   
  • 
  If they do not have Lord Terrel Yarne with them, and 
  explain that he got away from them, they will receive 
  the Disfavor of the Underley Network AR reward. 
   
  PCs Worked for the Knights of the Swan 
  • 
  If the group was tasked by the Knights of the Swan 
  to stop Lord Terrel Yarne from leaving the County 
  and they have him in their possession, or explain 
  that they left him in the Abyss, they will receive the 
  Favor of the Knights of the Swan AR reward. 
  • 
  If they do not have Lord Terrel Yarne with them, 
  and explain that he got away from them, they will 
  receive the Disfavor of the Knights of the Swan 
  AR reward. 
   
  Found Faelwyn 
  • 
  If the party found and rescued Faelwyn, they have 
  the opportunity to take her has a cohort. They 
  receive the Cohort AR reward. 
   
  Gave Terrel Yarne to Shi’raena 
  • 
  Any group who consents to give Terrel Yarne to 
  Shi’raena Teken’afin receive the Favor of Shi’raena 
  Teken’afin AR reward. 
   
  Participated in Killing Terrel Yarne 
  • 
  Any lawful or good PC, specifically paladins and 
  clerics, who willingly allow the other party members 
  to murder Terrel Yarne for Shi’raena Teken’afin 
  immediately 
  lose 
  their 
  divine 
  abilities 
  for 
  participating in an evil act.  In addition, to earning 
  the Favor of Shi’raena Teken’afin AR reward, they 
  receive the Atonement Required AR reward and 
  the notes section of their AR should be noted 
  concerning this. 
   
  Captured by the Drow 
  • 
  If any of the PCs were captured by the drow, they 
  receive the Guest of Lolth AR reward. 
   
  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 PC. 
   
   
  Encounter 2: Chasing the Darkness  
  Defeat those either guarding or trying to capture Lord 
  Terrel Yarne 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12 
  360 XP 
  APL 14 
  420 XP 
   
  Encounter 4: Following a Path  
  Defeat the minions of Lolth sent to capture the party. 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
   
  Encounter 7: Queen of the Spiders  
  Defeat the guards in Lolth’s Prison. 
  URC7-02 Chasing the Darkness 
   
  Page 12 
  
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
   
  Story Award 
  Objective(s) met: Tracked down Terrel Yarne and 
  discovered he was a drow. Escaped from the Abyss. 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12 
  315 XP 
  APL 14 
  360 XP 
   
  Total possible experience: 
  APL 6  
    900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12 
  1575 XP 
  APL 14 
  1800 XP 
   
  TREASURE SUMMARY 
  During an adventure, PCs encounter treasure, usually 
  finding it in the possession of their foes.  Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s 
  treasure. 
   
  The loot total is the number of gold pieces each PC 
  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 PCs cannot take the time 
  to loot the bodies, they do not gain this gold.  If you feel it 
  is reasonable that PCs 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), PCs may return to retrieve loot.  If the PCs 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 PC 
  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 PCs may want to use them during the adventure.  
  Many times PCs 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 PCs 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. 
   
  Encounter 2: Chasing the Darkness  
  APL 6: Loot: 297 gp; Coin: 100 gp; Magic: 541 gp each; 
  broach of shielding (250 gp each); cloak of resistance +1 (167 
  gp each); wand of cure light wounds (125 gp each); Total: 
  939 gp each. 
   
  APL 8: Loot: 345 gp; Coin: 0 gp; Magic: 1,987 gp 
  each; amulet of health +2 (667 gp each); broach of shielding 
  (x2) (500 gp each); cloak of resistance +1 (500 gp each); 
  studded leather armor +1 (196 gp each); wand of cure light 
  wounds (125 gp each); Total: 2332 gp each. 
   
  APL 10: Loot: 65 gp; Coin: 0 gp; Magic: 8,866 gp 
  each; amulet of health +2 (x2) (1,333 gp each); bag of tricks 
  (gray) (150 gp each); broach of shielding (x2) (500 gp each); 
  cloak of resistance +2 (2,000 gp each); mace +1 (385 gp each); 
  full plate armor +1 (442 gp each); greatsword +1 (392 gp 
  each);  half plate armor +1 (2,792 gp each); longsword +1 
  (553 gp each); studded leather armor +1 (194 gp each); wand 
  of cure light wounds (125 gp each); Total: 8932 gp each. 
   
  APL 12: Loot: 34 gp; Coin: 0 gp; Magic: 22,112 gp 
  each; amulet of health +4 (2,667 gp each); amulet of health +6 
  (6,000 gp each); bag of tricks (rust) (500 gp each); broach of 
  shielding (x2) (500 gp each); cloak of resistance +3 (x3) (4500 
  gp each); mace +1 (385 gp each); full plate armor +1 (442 gp 
  each);  greatsword +1 (392 gp each); half plate armor +1 
  (2,792 gp each); headband of intellect +4 (2,667 gp each); 
  longbow +1 (398 gp each); longsword +1 (553 gp each); 
  studded leather armor +1 (196 gp each); wand of cure light 
  wounds (125 gp each);  Total: 22,146 gp each. 
   
  APL 14: Loot: 65 gp; Coin: 0 gp; Magic: 39633 gp 
  each; adamantine flaming burst greatsword +1 (3,558 gp 
  each); amulet of health +6 (12,000 gp each); amulet of natural 
  armor +3 (3,000 gp each); bag of tricks (rust) (500 gp each); 
  broach of shielding (x2) (500 gp each); cloak of resistance +3 
  (x3) (3,000 gp each); mace +1 (385 gp each);  full plate armor 
  +1 (442 gp each); gloves of dexterity +4 (2,667 gp each); half 
  plate armor +1 (moderate fortification) (2,792 gp each); 
  headband of intellect +6 (6,000 gp each); incense of meditation 
  (817 gp each); longsword +1 (553 gp each); mighty composite 
  longbow (+2 Str) +1 (433 gp each); periapt of wisdom +4 
  (2,667 gp each); studded leather armor +1 (196 gp each); 
  wand of cure light wounds (125 gp each); Total: 39,698 gp 
  each. 
    
  Encounter 4: Following a Path  
  APL 6: Loot: 287 gp; Coin: 0 gp; Magic: 6,817 gp each; 
  cloak of charisma +4 (2,667 gp each); periapt of wisdom +4 
  (2,667 gp each); potion cure moderate wounds (x3) (150 gp 
  each); ring of protection +2 (1,333 gp each); Total: 7,103 gp 
  each. 
   
  APL 8: Loot: 375 gp; Coin: 0 gp; Magic: 13,691 gp 
  each; cloak of charisma +4 (2,667 gp each); mace +1 (385 gp 
  each); full plate armor +1 (445 gp each); greataxe +1 (x3) 
  URC7-02 Chasing the Darkness 
   
  Page 13 
  
  (1,160 gp each); periapt of wisdom +4 (2,667 gp each); Total: 
  14,065 gp each. 
   
  APL 10: Loot: 373 gp; Coin: 0 gp; Magic: 32,227 gp 
  each; amulet natural armor +4 (x3) (16000 gp each); cloak of 
  charisma +4 (2,667 gp each); mace +1 (385 gp each); greataxe 
  +1 (x3) (1,160 gp each); mithral full plate armor +1 (1,942 gp 
  each); mithral heavy steel shield +1 (362 gp each); periapt of 
  wisdom +4 (2,667 gp each);  potion of cure serious wounds (x9) 
  (1,125 gp each); ring of protection +4 (5,333 gp each); studded 
  leather armor +1 (x3) (588 gp each); Total: 32,600 gp each. 
   
  APL 12: Loot: 373 gp; Coin: 0 gp; Magic: 5,156 gp 
  each; amulet natural armor +4 (x3) (16,000 gp each); cloak of 
  charisma +4 (2,667 gp each); mace +1 (385 gp each); greataxe 
  +1 (x3) (1,160 gp each); mithral full plate armor +1 (1,942 gp 
  each); mithral heavy steel shield +1 (362 gp each);  periapt of 
  wisdom +6 (6,000 gp each); potion of cure serious wounds (x9) 
  (1,125 gp each); ring of protection +4 (5,333 gp each); studded 
  leather armor +1 (x3) (588 gp each); Total: 51933 gp each. 
   
  APL 14: Loot: 40 gp; Coin: 0 gp; Magic: 62894 gp 
  each; amulet natural armor +4 (x3) (16000 gp each); cloak of 
  charisma +6 (6,000 gp each); mace +1 (385 gp each); 
  humanbane, keen, greataxe +1 (x3) (9,160 gp each); mithral 
  full plate armor +1 (1,942 gp each); mithral heavy steel shield 
  +1 (362 gp each);  periapt of wisdom +6 (6,000 gp each); 
  potion of cure serious wounds (x9) (1125 gp each); ring of 
  protection +4 (5,333 gp each); studded leather armor +1 (x3) 
  (588 gp each); Total: 62,934 gp each. 
   
  Encounter 5: What a Wicked Web We Weave 
  All APLs: horn of goodness/evil (1,083 gp each); deck of 
  illusions, planar (1,350 gp each); horseshoes of speed (500 gp 
  each); Total 2,933 gp. 
   
  Treasure Cap 
   
  APL 6:  
  900 gp 
   
  APL 8:  
  1,300 gp 
   
  APL 10: 
  2,300 gp 
   
  APL 12:  
  3,300 gp 
   
  APL 14:  
  6,600 gp 
   
  Total Possible Treasure 
   
  APL 6:  
  10,975 gp 
   
  APL 8:  
  19,331 gp 
   
  APL 10:  
  44,464 gp 
   
  APL 12:  
  77,013 gp 
   
  APL 14:  
  105,534 gp 
   
  SPECIAL 
   
   �Cohort: For rescuing her, Faelwyn, a hound archon, 
  will become your cohort. In future events, only one 
  Faelwyn may be present at the table. Faelwyn may only 
  advance as a paladin, fighter, and/or ranger 
   
   �Favor 
  of 
  (circle 
  one): 
  Viper’s 
  Rogue 
  Guild�/Knights 
  of 
  the 
  Swan�/Obsidian 
  Conclave(§): You have Regional access to items marked 
  with the symbol next to the circled metaorg’s name. 
   
   �Disfavor of the Viper’s Rogue Guild: You have 
  earned the enmity of the Viper’s Rogue Guild and lose all 
  Influence Points with any faction of the County’s Shadow 
  Network  
   
   �Disfavor of the Knights of the Swan: You cannot 
  join this organization until you earn five influence points 
  from them. 
   
   �Favor of the Underley Network You are invited to 
  join the Underley Network if you are not already a 
  member. Send an email to coutriad@yahoogroups.com 
  for more information. 
   
   �Disfavor of the Underley Network: You cannot join 
  this organization until you earn five influence points 
  from them. 
   
  � Atonement Required: You have lost your divine 
  abilities and must atone for being involved in the evil act 
  of murdering, Lord Terrel Yarne. Contact your local Triad 
  for more information. 
   
  � Favor of Shi'raena Teken'afin: The priestess of Lolth 
  has promised you one item of your choice from DMG 
  table 7-27 (for any one PC that killed Terrel Yarne, you 
  have access to table 7-28 as well). Cross off once used. 
  Value promised: 16,000 gp. 
   
  �Guest of Lolth: You spent 20 TUs as a guest of Lolth 
  and gain +2 to all knowledge checks regarding the 
  Demonweb  and Drow 
   
   �Rheanna Hinge’s Spell Book: This spellbook 
  contains the following spells: 0—acid splash, amanuensis, 
  arcane mark, caltrops, dancing lights, daze, detect magic, detect 
  poison, disrupt undead, electric jolt, flare, ghost sound, launch 
  bolt, launch item, light, mage hand, mending, message, 
  open/close, prestidigitation, ray of frost, read magic, repair minor 
  damage, repair minor damage, resistance, silent portal, sonic 
  snap, stick, touch of fatigue; 1—backbiter, cause fear, enlarge 
  person, mage armor, magic missile, ray of enfeeblement, shield; 
  2—blindness/deafness, false life, ray of sickness, ray of weakness; 
  3—bands of steel, dispel magic, ray of exhaustion, vampiric 
  touch; 4—burning blood, enervation, wither (sand storm), 
  wrack; 5—cone of cold, moonbow, night`s caress, prismatic ray; 
  6—circle of death, ray of entropy. Cost 2,950 gp. (Obsidian 
  Conclave members may purchase this item for 2,000 gp.) 
   
   �Lord Bryne's Reserve: Lord Bryne will sell you his 
  wine at a discount price. Sharing a bottle of this grants a 
  +4 circumstance bonus to Gather Information checks. 
  Freq: Regional, Cost 4 gp. 
   
  URC7-02 Chasing the Darkness 
   
  Page 14 
  
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APLs6 and 8: 
  • 
  ÑHorn of Goodness/Evil (Adventure; DMG) 
  • 
  ÑHorseshoes of Speed (Adventure; DMG) 
  • 
  Deck of Illusions, Planar (Adventure; Planar 
  Handbook; 8,100 gp) 
  • 
  !§Headband of Intellect +4 (Adventure; DMG) 
  • 
  Wand Cure Light Wounds (Adventure; DMG) 
  • 
  !Bag of Tricks (gray) (Adventure; DMG) 
  • 
  §Rheanna Hinge’s Spell book (see above) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  ÑAmulet of Natural Armor +4 (Adventure; DMG) 
  • 
  Mithral Full Plate Armor +1 (Adventure; DMG) 
  • 
  Mithral Heavy Steel Shield +1 (Adventure; DMG) 
  • 
  !§Ring of Protection +4 (Adventure; DMG) 
  • 
  §Wand of Magic Missiles (Adventure; CL5; DMG) 
  • 
  Amulet of Health +4 (Adventure; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Periapt of Wisdom +6 (Adventure; DMG) 
  • 
  ÑCloak of Charisma +6 (Adventure; DMG) 
  • 
  !§Headband of Intellect +6 (Adventure; DMG) 
  • 
  Amulet of Health +6 (Adventure, DMG) 
  • 
  !§Bag of Tricks (rust) (Adventure; DMG) 
   
  APL 14 
  • 
  Humanbane, Keen Greataxe (Adventure; DMG) 
   
  URC7-02 Chasing the Darkness 
   
  Page 15 
  
  APPENDIX 1: NPCS
  ALL APLS 
   
   
   
  T E R R E L  Y AR NE  
         CR  15 
  Male elf (drow) rogue 14 
  NE Medium humanoid (elf) 
  Init +12 ; Senses darkvision 120 ft.; Listen +4 , Spot 
  +4 ;  
  Languages Common, Elven, Undercommon, Flan, 
  Old Oeridian, Drow Sign Language  
  AC 24, touch 18, flat-footed 24; +1 dodge bonus, +4 
  mobility against AoOs 
   (+8 Dex, +6 +1 mithral breastplate) 
  hp 72 (14d6+14HD)  
  Immune Sleep Effects 
  SR 26 
  Fort +8, Ref +20, Will +6; +2 against enchantments; 
  +2 Will against spells and spell like effects 
  Weakness Light blindness 
  Speed 30 ft. in +1 mithral breastplate (6 squares), 
  base movement 30 ft; 
  Melee +1 rapier +19 (1d6+1 plus poison/crit 15-20/x2) 
  or 
  Melee +1 rapier +19/+14 (1d6+1 plus poison/crit 15-
  20/x2) or 
  Ranged dagger +18/+13 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10/+5; Grp +10   
  Atk Options Sneak Attack +7d6, Purple Worm 
  Poison (Injury DC 24 (fort save), Initial 1d6 Str, 
  secondary 1d6 Str) 
  Special Actions Evasion, Trapfinding, Trap Sense 
  +4, Uncanny Dodge, Improved Uncanny Dodge 
  Combat Gear +1 Rapier: Bane: humanoid, human, 
  Keen;  
  Spell-Like Abilities (CL 14th): 
   (1x/day)-dancing 
  lights, 
  darkness, 
  faerie 
  fire 
  �Already cast 
  Abilities Str 10, Dex 27, Con 12, Int 16, Wis 8, Cha 22 
  Feats Dodge, Improved Initiative, Mobility, Skill 
  Focus: Disguise, Weapon Finesse  
  Skills  Appraise +5 , Balance +15 , Bluff +9 , Climb 
  +5 , Decipher Script +8 , Diplomacy +27 , Disguise 
  +31 , Escape Artist +18 , Forgery +10 , Gather 
  Information +20 , Hide +18 , Intimidate +9 , Jump 
  +8 , Knowledge (Local) +7 , Knowledge (Nobility 
  and Royalty) +5 , Listen +4 , Move Silently +25 , 
  Open Locks +13 , Profession (Merchant) +4 , 
  Profession (Vintner) +6 , Search +5 , Sense Motive 
  +11 , Sleight of Hand +18 , Spot +4 , Swim +4 , 
  Tumble +27 , Use Rope +13  
  Possessions combat gear plus amulet of proof 
  against detection and location; circlet of 
  persuasion; cloak of charisma +6; gloves of 
  dexterity +4; lockpicks +1;  ring of protection +3; 
  vest of resistance +3. mwk disguise kit 
  Appearance: Terrel Yarne is rumored to be of mixed 
  Suel-Flan descent but appears to be full-blooded 
  Flan. He appears in public rarely, using body 
  doubles for large gatherings. 
  URC7-02 Chasing the Darkness 
   
  Page 16 
  
  APL 6 
   
  2: CHASING THE DARKNESS 
  L O K E E 
  CR  2 
  Male human fighter 2 
  N Medium humanoid (human) 
  Init +1 ; Senses Listen +0 , Spot +0  
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+7 armor) 
  hp   20 (2HD) 
  Fort +6, Ref +1, Will +0 
  Speed 20 ft. in half-plate (4 squares), base movement 
  30 ft. 
  Melee greatsword +5 (2d6+2/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2 ; Grp +4  
  Atk Options Cleave, Power Attack 
  Combat Gear greatsword, half-plate, potion of 
  enlarge person 
  Abilities Str 15, Dex 12, Con 16, Int 10, Wis 10, Cha 8 
  Feats Cleave, Improved Toughness, Power Attack, 
  Weapon Focus (greatsword)  
  Skills Climb +0 , Handle Animal +2, Intimidate +1, 
  Jump -5 
  Possessions combat gear 
  Power Up Suite (enlarged) 
  AC 15, touch 9, flat-footed 15 
   (-1 size, -1 Dex, +7 armor) 
  Melee greatsword +6 (2d6+3/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 17, Dex 10, 
   
  J E AN U E A F L E T C H E R 
  CR  2 
  Female human ranger 2  
  N Medium humanoid (human) 
  Init +1 ; Senses Listen +7 , Spot +7  
  Languages Common  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 studded leather) 
  hp 16 (2 HD) 
  Fort +5 Ref +4, Will +2 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft. 
  Melee mwk longsword +2 (1d8+2) and 
   
  mwk shortsword +3  (1d6+1/19-20x2) or 
  Melee mwk longsword +2  (1d8+1) or 
  Ranged mwk longbow +4  (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3  
  Atk Options Favored Enemy: Humanoid (human) +2, 
  Two Weapon Fighting 
  Combat Gear mwk longbow, mwk longsword, mw 
  shortsword, studded leather, 20 arrows, wand of 
  cure light wounds (50 charges) 
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 15, Cha 8 
  SQ Wild Empathy (+0), Ranger Combat Style (Two-
  Weapon Combat, Two-Weapon Fighting), Track 
  Feats Quick Draw, Alertness 
  Skills Climb +3 , Concentration +7 , Handle Animal 
  +2 , Hide +5, Listen +7 , Move Silently +5 , Spot +7 
  , Survival +5  
  Possessions combat gear  
   
  B R O T H E R  J U S TI N 
  CR  3 
  Male human cleric of Olidammara 3  
  CN Medium humanoid (human) 
  Init -1 ; Senses Listen +2 , Spot +2  
  Languages Common  
  AC 19, touch 9, flat-footed 20 
   (-1 Dex, +8 full plate, +2 heavy steel shield) 
  hp 24 (3 HD) 
  Fort +4 Ref +0, Will +5 
  Speed 30 ft. in full plate (4 squares), base movement 
  30 ft 
  Melee mwk light mace +4 (1d6+1) or 
  Ranged crossbow, light +1  (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2  
  Atk Options cure light wounds, cure minor wounds 
  hold person (DC 14), invisibility,  
  Special Actions rebuke undead 4/day (+1, 2d6+4, 
  3rd), spontaneous casting (inflict) 
  Combat Gear full plate armor, heavy steel shield, 
  mwk light mace, crossbow, light, 20 bolts 
  Cleric Spells Prepared (CL 3rd): 
   2nd— 
  hold 
  person 
  (DC 
  14), 
  invisibility 
  D, 
  restoration, lesser 
   1st—bless, cure light wounds (1d8+5) expeditious 
  retreat D, shield of faith,  
   0— cure minor wounds, detect magic, guidance, 
  light 
  D: Domain spell. Deity: Olidammara. Domains: 
  Celerity, Trickery 
  �Already cast 
  Abilities Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12 
  Feats Augment Healing*, Skill Focus (concentration) 
  Skills Concentration +9 , Diplomacy +4 , Heal +3 , 
  Listen +2  Knowledge (Religion) +5Spot +2  
  Possessions combat gear plus 600 gp 
   
  R HE AN N A H I NG E 
  CR  3 
  Female human wizard 3  
  CN Medium human 
  Init +2 ; Senses Listen +1 , Spot +1  
  Languages Celestial, Common, Draconic 
  AC 16, touch 16, flat-footed 14 ; mage armor 
   (+2 Dex, +4 mage armor) 
  hp 13 (3 HD)  
  Fort +2, Ref +3, Will +4 
  Speed 30 ft. (6 squares), base movement 30 ft 
  Melee quarterstaff +1  (1d6) or 
  Ranged mwk light crossbow +4 (1d8 19-20/x2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1  
  Atk Options backbiter, blindness/deafness (DC 15), 
  magic missile, ray of enfeeblement (+3 ranged 
  URC7-02 Chasing the Darkness 
   
  Page 17 
  
  touch, +4 within 30’), ray of frost (+3 ranged touch, 
  +4 within 30’), , ray of weakness (+4 ranged touch, 
  +5 within 30’), touch of fatigue (+1 melee touch DC 
  13) 
  Combat Gear quarterstaff, mwk light crossbow, cloak 
  of resistance +1, broach of shielding 
  Wizard Spells Prepared (CL 3rd): 
   2—blindness/deafness (DC 15), ray of weakness 
  (+4 ranged touch, +5 within 30’) 
   1— backbiter, mage armor�, magic missile, ray of 
  enfeeblement (+3 ranged touch, +4 within 30’)  
   0—dancing lights, detect magic, disrupt undead 
  (DC 13), ray of frost (+3 ranged touch, +4 within 
  30’), touch of fatigue (+1 melee touch DC 13)  
  �Already cast 
  Abilities Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 8 
  SQ Raven familiar, Scribe Scroll 
  Feats Point Blank Shot, Skill Focus (concentration), 
  Spell Focus (necromancy)  
  Skills Appraise +7 , Concentration +8 , Decipher 
  Script +7 , Knowledge (Arcana) +7 , Knowledge 
  (The Planes) +7 , Listen +1 , Move Silently +2 , 
  Spellcraft +7 Spot +1  
  Possessions combat gear  
  Spellbook spells prepared plus 
  1st— 
  burning 
  hands, enlarge person, feather fall, identify, mage 
  armor, magic missile, ray of enfeeblement; 2nd— 
  knock, spectral hand 
   
  4: FOLLOWING A PATH 
  L O L T H-T O UC HE D B AR B AR I AN  (3)  CR  5 
  Female drow barbarian 3 
  CE Medium elf (drow) 
  Init +2 ; Senses darkvison 120 ft.; Listen +1 , Spot +1  
  Languages Common, Elven, Undercommon, Drow 
  Sign Language  
  AC 16, touch 16, flat-footed 16; +1 dodge 
   (+3 Dex, +3 studded leather armor) 
  hp 54 (3 HD) 
  Immune fear, sleep 
  SR 14 
  Fort +7, Ref +3, Will +2 (+2 Saves vs. Enchantment 
  Spells and Effects); +2 Will Saves vs. Spells and 
  Spell-like Effects 
  Weakness light blindness 
  Speed 40 ft. in studded leather (8 squares), base 
  movement 40 ft 
  Melee mwk greataxe +10  (1d12+5/crit 20/x3) or 
  Ranged composite longbow +5 (1d8) 
  Space 5 ft.; Reach X5 ft. 
  Base Atk +3; Grp +8  
  Attack Options poison (drow poison, DC  13, 
  unconsciousness 1 minute/unconsciousness 2d4 
  hours); 
  Combat Gear mw greataxe, composite longbow, 
  studded leather armor, arrows (20), potion cure 
  moderate wounds 
  Spell-Like Abilities (CL 3rd): 
   (1x/day)-dancing lights, darkness, faerie fire 
  �Already cast 
  Abilities Str 20 , Dex 15 , Con 19 , Int 12 , Wis 12 , 
  Cha 10 
  SQ Able to notice secret or concealed doors; Rage 
  (1x/day), Fast Movement, Uncanny Dodge, Trap 
  Sense +1 
  Feats Dodge , Fast MovementB, Weapon Focus: 
  Greataxe  
  Skills Balance +2 , Climb +10 , Escape Artist +2 , 
  Hide +6 , Intimidate +6, Jump +10 , Listen +1 , 
  Move Silently +6 , Search +3 , Spot +0 , Survival 
  +1, Swim +4  
  Possessions combat gear plus 2 doses drow poison, 
  climbing kit, potion enlarge person, potion bull 
  strength  
  Power Up Suite (enlarged and bull strength) 
  AC 17, touch 15, flat-footed 17 
   (-1 size, +2 Dex, +5 armor) 
  Melee mwk greataxe +12  (1d12+9/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 25, Dex 14 
  Power Up Suite (enlarged, bull strength, and rage) 
  hp 50 
  AC 15, touch 13, flat-footed 15 
   (-1 size, +2 Dex, +5 armor, -2 rage) 
  Will +4 
  Melee mwk greataxe +14 (1d12+11/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 29, Dex 14, Con 26 
   
  P R I E S T E S S  O F  L O L T H 
  CR  7 
  Female drow cleric 6 
  CE Medium elf (drow) 
  Init +4 ; Senses darkvision 120 ft., Listen +3 , Spot 
  +3  
  Languages Common, Elven, Undercommon, Drow 
  Sign Language 
  AC 22, touch 12, flat-footed 22 
   (+0 Dex, +8 full plate, +2 heavy steel shield, +2 
  deflection ring of protection +2) 
  hp 57 (6 HD)  
  Immune sleep 
  SR 17 
  Fort +6, Ref +2, Will +8; +2 against enchantment 
  spells and effects; +2 Will saves against spells and 
  spell-like effects 
  Weakness light blindness 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft 
  Melee mwk mace +6 (1d8+1) or 
  Ranged light crossbow +4   (1d8) 
  Space 5 ft.; Reach 5 ft.1d8 
  Base Atk +4; Grp +5  
  Attack Options poison (drow poison, DC  13, 
  unconsciousness 1 minute/unconsciousness 2d4 
  hours), smite good 1/day (+4 attack, +6 damage), 
  blindness/deafness (DC 18), contagion D(DC 18), 
  inflict light wounds D(DC 16) 
  Special Actions Spontaneous casting (inflict), 
  Rebuke undead 5/day (+2, 2d6+8, 6th) 
  Combat Gear full plate armor, heavy steel shield, 
  mwk light mace, light crossbow, bolts (20) 
  URC7-02 Chasing the Darkness 
   
  Page 18 
  
  Cleric Spells Prepared (CL 6th): 
   3rd— aid, mass, blindness/deafness (DC 18), 
  contagion D(DC 18), dispel magic 
   2nd—aura against flame, body blades, cure 
  moderate wounds, deific vengeance, invisibility D
   1st— cure light wounds, deathwatch, inflict light 
  wounds D(DC 16), magic weapon, protection from 
  good 
   0— cure minor wounds (x2), detect magic, read 
  magic, resistance 
  D: Domain spell. Deity: Lolth. Domains: Destruction, 
  Trickery 
  Spell—Like Abilities (CL 6th): 
   (1x/day)—dancing lights, darkness, faerie fire 
  �Already cast 
  Abilities Str 13, Dex 10, Con 12, Int 12, Wis 16, Cha 
  14 
  SQ Able to notice secret or concealed doors  
  Feats Improved Initiative, Augment Healing*, Skill 
  Focus (concentration) 
  Skills. Concentration +13 , Heal +11 , Knowledge 
  (arcane) +5 , Knowledge (planes) +4 , Listen +3 
  Spellcraft +6Spot +3 
  Possessions combat gear plus 2 doses drow poison, 
  Cloak of Charisma +4; Periapt of Wisdom +4; Ring 
  of Protection +2 
   
  7: QUEEN OF THE SPIDERS 
  Y O C H L O L 
  CR  8 
  Always CE Medium Outsider (chaotic, evil, 
  extraplanar, shapechanger) 
  Init +6 ; Senses darkvision 60ft, Listen +15 , Spot 
  +15  
  Languages Abyssal, Common, Drow Sign Language, 
  Undercommon; telepathy 100ft. 
  AC 21, touch 21, flat-footed 15 ; Combat Expertise 
   (+6 Dex, +5 deflection) 
  hp 95 (10 HD); DR 10/good  
  Immune to acid, electricity, mind-affecting spells and 
  effects, poison 
  Resist cold 10, fire 10; SR 19 
  Fort +12, Ref +13, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 8 tendrils +16  (1d4+4) 
  Space 5 ft.; Reach 6 ft. 
  Base Atk +10; Grp +14  
  Atk Options Combat Expertise, detect thoughts (DC 
  17), dominate person (DC 16), web (DC 17) 
  Spell-Like Abilities (CL 10th): 
  At Will – detect thoughts (DC 17), dominate person 
  (DC 16), darkness, desecrate, greater teleport 
  (self plus 50 pounds of objects only), spider 
  climb, stone shape, web (DC 17) 
  Abilities Str 19, Dex 22, Con 20, Int 18, Wis 15, Cha 
  20 
  SQ Lolth’s favor, mind blank, rapid shapeshifter 
  Feats Combat Casting, Combat Expertise, Exotic 
  Weapon Proficiency (hand crossbow)(b), 
  Persuasive, Weapon Finesse 
  Skills Bluff +20 , Concentration +18, Diplomacy +22 , 
  Hide +19, Intimidate +22, Knowledge (Arcana) 
  +17, Knowledge (religion) +17, Knowledge (the 
  planes) +17, Listen +15 , Move Silently +19 , 
  Sense Motive +15 , Spot +15  
  Advancement by PC class; Favored Class Bard, 
  see text 
  Gaseous Form (Su) A  yochlol can assume gaseous 
  form, appearing as a rolling cloud of oily green 
  smoke. In this form, a yochlol’s statistics does not 
  change, although it is treated as if under the effects 
  of a gaseous form spell that cannot be dispelled. A 
  gaseous yochlol can use contact other planes at 
  will as an additional spell-like ability. Any creature 
  sharing the same square as a gaseous yochlol at 
  the end of the creature’s turn is affected as if by a 
  stinking cloud spell (DC 20 Fort save negates.) The 
  save DC  is Constitution-based. 
  Humanoid form (Su) A yochlol can assume the form 
  of a hauntingly beautiful human or elf (usually 
  drow) woman. It has only little flexibility in altering 
  its specific appearance, and as a result can’t use 
  this ability to disguise itself as a specific individual. 
   
  Yochlols are nude when they initially assume 
  humanoid form, so they often wait to assume this 
  form until they have equipment and weapons 
  ready. Yochlol in humanoid form cannot make 
  tendrils attacks. They usually wear +2 mithral 
  chainmail (AC26, touch 18, flatfooted 22). Yochlols 
  are proficient with all simple and martial weapons, 
  but they prefer to use weapons such as rapiers to 
  take advantage of Weapon Finesse. 
  Lolth’s Favor (Su) As a handmaiden of Lolth, a 
  yochlol receives the spider queen’s favor in the 
  form of a Deflection bonus to its Armor Class equal 
  to its Charisma bonus. It does not retain this bonus 
  while in humanoid form, but it does in gaseous or 
  spider forms. 
  Mind Blank (Su) A yochlol is protected at all times by 
  the equivalent of a mind blank spell. This effect 
  cannot be dispelled. 
  Rapid Shapeshifter (Su) A yochlol can shift between 
  its four forms with astounding speed. Changing 
  shape is a swift action that a yochlol can perform 
  as often as once per round. 
  Spider Form (Su) A yochlol can assume spider form, 
  appearing as a medium monstrous black widow 
  spider. It retains all of its base statistics but gains a 
  climb speed of 30 feet. It looses its tendril attacks 
  but gains a bite attack (+16 melee, 1d6+6 plus 
  poison [DC 20, 1d6 Con/2d6Con]) The poison save 
  DC  is Constitution-based. 
  URC7-02 Chasing the Darkness 
   
  Page 19 
  
  APL 8 
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 15, Cha 
  8 
  2: CHASING THE DARKNESS 
  L O K E E 
  CR  4 
  SQ Wild Empathy (+0), Ranger Combat Style (Two-
  Weapon Combat, Two-Weapon Fighting), Track 
  Wolf animal companion 
  Male human fighter 4 
  N Medium humanoid (human) 
  Init +1 ; Senses Listen +1 , Spot +1  
  Feats Alertness, Dodge, EnduranceB, Quick Draw , 
  TrackB, Two-Weapon FightingB
  Languages Common  
  AC 18, touch 11, flat-footed 17;  
  Skills Climb +3 , Concentration +7 , Handle Animal 
  +2, Heal +5, Hide +5, Jump +4, Listen +7 , Move 
  Silently +5 , Ride +4, Search +5, Spot +7 , Survival 
  +5  
   (+1 Dex, +7 half-plate) 
  hp 44 (4 HD)  
  Fort +7, Ref +2, Will +4 
  Speed 20 ft. in half-plate (4 squares), base movement 
  30 ft. 
  Possessions combat gear plus cloak of resistance 
  +1 
  Melee greatsword +8  (2d6+5/19-20x2)  
   Animal Companion medium wolf (MM 283) 
  Space 5 ft.; Reach 5 ft. 
   
  Base Atk +4; Grp +7  
  B R O T H E R  J U S TI N 
  CR  5 
  Atk Options Cleave, Power Attack 
  Male human cleric of Olidammara 5  
  Combat Gear greatsword, half-plate, potion of 
  enlarge person
  CN Medium humanoid (human) 
  Init -1 ; Senses Listen +3 , Spot +3  
  Abilities Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 8 
  Languages Common  
  Feats Cleave, Improved Toughness, Iron Will , Power 
  Attack, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword),  
  AC 19, touch 9, flat-footed 19 
   (-1 Dex, +8 armor, +2 shield) 
  hp 40 (5d8+10 HD) 
  Skills Climb +1, Escape Artist -6, Handle Animal +4, 
  Hide - , Intimidate +1, Jump -4, Move Silently -6, 
  Ride +4 , Swim -4  
  Fort +6 Ref +1, Will +8 
  Speed 30 ft. in full plate (4 squares), base movement 
  30 ft 
  Possessions combat gear plus amulet of heath +2 
  Melee mwk light mace +5 (1d6+1) or 
  Power Up Suite (enlarged) 
  Ranged crossbow, light +2  (1d8) 
  AC 15, touch 9, flat-footed 15 
  Space 5 ft.; Reach 5 ft. 
   (-1 size, -1 Dex, +7 armor) 
  Base Atk +3; Grp +4  
  Melee greatsword +6 (2d6+8/19-20x2) 
  Attack Options blindness/deafness (DC 16), hold 
  person (DC 15) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 18, Dex 10 
  Special Actions Rebuke Undead 4x/day (+1, 2d6+6, 
  5th), Spontaneous casting (inflict) 
   
  J E AN U E A F L E T C H E R 
  CR  4 
  Combat Gear full plate armor, heavy steel shield, 
  mwk mace, crossbow, light, 20 bolts, broach of 
  shielding 
  Female human ranger 4  
  N Medium humanoid (human) 
  Init +1 ; Senses Listen +7 , Spot +7  
  Cleric Spells Prepared (CL 5th): 
  Aura  
   3rd— blindness/deafness (DC 16), blur D, dispel 
  magic 
  Languages Common  
  AC 17, touch 13, flat-footed 14; +1 dodge bonus 
   2nd—bear`s endurance, hold person (DC 15), 
  invisibility D, restoration, lesser 
   
  (+3 Dex, +4 +1 studded leather) 
  hp 25 (4 HD) 
   1st—bless, entropic shield, expeditious retreat D, 
  shield of faith, summon monster I 
  Fort +7 Ref +7, Will +4 
  Speed 30 ft. in +1 studded leather (6 squares), base 
  movement 30 ft. 
   0— cure minor wounds (x2), detect magic, 
  guidance, light 
  D: Domain spell. Deity: Olidammara. Domains: 
  Celerity, Trickery 
  Melee mwk longsword +6  (1d8+1) or 
  Melee mwk longsword +4 (1d8+1) and 
  �Already cast 
   
  mwk shortsword +4  (1d6+1/19-20x2) or 
  Ranged mwk longbow +6  (1d8) 
  Abilities Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12 
  Space 5 ft.; Reach 5 ft. 
  Feats Augment Healing*, Domain Spontaneity 
  (celerity) , Skill Focus (concentration)  
  Base Atk +4; Grp +5  
  Atk Options Favored Enemy: Humanoid (human) +2, 
  Two Weapon Fighting 
  Skills Concentration +9 , Diplomacy +4 , Heal +6 , 
  Listen +3  Knowledge (Religion) +7 Spot +3  
  Combat Gear mwk longbow, mwk longsword, mw 
  shortsword, +1 studded leather, 20 arrows, wand 
  of cure light wounds (50 charges) 
  Possessions combat gear plus cloak of resistance 
  +1 
   
  Ranger Spells Prepared (CL 1st): 
  R HE AN N A H I NG E 
  CR  5 
   1st- arrow mind 
  Female human wizard 5  
  URC7-02 Chasing the Darkness 
   
  Page 20 
  
  CN Medium human 
  Init +2 ; Senses Listen +1 , Spot +1  
  Languages Celestial, Common, Draconic 
  AC 16, touch 16, flat-footed 14 ; mage armor 
   (+2 Dex, +4 mage armor) 
  hp 28 (5 HD)  
  Fort +3, Ref +4, Will +6 
  Speed 30 ft. (6 squares), base movement 30 ft 
  Melee quarterstaff +2  (1d6) or 
  Ranged mwk light crossbow +5 (1d8 19-20/x2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2  
  Attack Options Point Blank Shot, Sudden Silent 
  Spell  
  Combat Gear Quarterstaff, Crossbow, light, 
  Masterwork, broach of shielding 
  Wizard Spells Prepared (CL 5th): 
   3— dispel magic, ray of exhaustion (+4 ranged touch, +5 
  within 30’) 
   2— blindness/deafness (DC 16), ray of sickness (+4 
  ranged touch, +5 within 30’), ray of weakness (+4 
  ranged touch, +5 within 30’)  
   1— backbiter, mage armor�, magic missile, ray of 
  enfeeblement (+4 ranged touch, +5 within 30’)  
   0— electric jolt, launch bolt (2) (+4 ranged touch, +5 
  within 30’), touch of fatigue 
  �Already cast 
  Abilities Str 10, Dex 14, Con 13, Int 16 , Wis 12, Cha 
  8 
  SQ Raven Familiar, Scribe Scroll,  
  Feats Point Blank Shot, Skill Focus (concentration) , 
  Spell Focus (necromancy)  
  Skills Appraise +8 , Concentration +11 , Decipher 
  Script +8 , Knowledge (Arcana) +11 , Knowledge 
  (The Planes) +11 , Listen +1 , Move Silently +2 , 
  Spellcraft +9 Spot +1  
  Possessions combat gear plus cloak of resistance 
  +1 
  Spellbook spells prepared plus 0— acid splash, 
  amanuensis, arcane mark, caltrops, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, 
  electric jolt, flare, ghost sound, launch bolt, launch 
  item, light, mage hand, mending, message, 
  open/close, prestidigitation, ray of frost, read 
  magic, repair minor damage, repair minor damage, 
  resistance, silent portal, sonic snap, stick, touch of 
  fatigue ; 1—backbiter, cause fear, chill touch, mage 
  armor, magic missile, ray of enfeeblement, shield; 
  2—blindness/deafness, false life, ray of sickness, 
  ray of weakness; 3—dispel magic, ray of 
  exhaustion. 
   
  4: FOLLOWING A PATH 
  L O L T H-T O UC HE D B AR B AR I AN  (3)  CR  7 
  Female drow barbarian 5 
  CE Medium elf (drow) 
  Init +3 ; Senses darkvison 120 ft.; Listen +11 , Spot 
  +1  
  Languages Common, Elven, Undercommon, Drow 
  Sign Language  
  AC 16, touch 13, flat-footed 16; +1 dodge 
   (+3 Dex, +4 +1 studded leather armor, ) 
  hp 64 (5 HD) 
  Immune fear, sleep 
  SR 14 
  Fort +8 Ref +3, Will +2; +2 against enchantment 
  spells and effects; +2 Will saves against spells and 
  spell-like effects 
  Weakness light blindness 
  Speed 40 ft. in studded leather (8 squares), base 
  movement 40 ft 
  Melee mwk greataxe +12  (1d12+6/crit 20/x3) or 
  Ranged mighty composite longbow +7 (1d8+5)  
  Space 5 ft.; Reach X5 ft. 
  Base Atk +5; Grp +10  
  Attack Options poison (drow poison, DC  13, 
  unconsciousness 1 minute/unconsciousness 2d4 
  hours) 
  Special Actions Rage (2x/day) 
  Combat Gear +1 greataxe, mighty composite 
  longbow(+5 Str), arrows (20), +1 studded leather 
  armor, potion cure moderate wounds (x2) 
  Spell-Like Abilities (CL 5th): 
   (1x/day)-dancing 
  lights, 
  darkness, 
  faerie 
  fire 
  �Already cast 
  Abilities Str 21 , Dex 15 , Con 19 , Int 12 , Wis 12 , 
  Cha 10 
  SQ Able to notice secret or concealed doors;  
  Feats Fast MovementB, Uncanny DodgeB, Trap 
  Sense +1B, Improved Uncanny DodgeB, Dodge , 
  Weapon Focus: Greataxe  
  Skills Balance +2 , Climb +10 , Escape Artist +2 , 
  Hide +6 , Intimidate +6, Jump +10 , Listen +11 , 
  Move Silently +6 , Search +3 , Spot +1 , Survival 
  +1, Swim +4  
  Possessions combat gear plus climbing kit, 2 doses 
  drow poison, potion enlarge person, potion bull 
  strength
  Power Up Suite (enlarged and bull strength) 
  AC 15, touch 14, flat-footed 15 
   (-1 size, +3 Dex, +3 armor) 
  Melee mwk greataxe +12 (1d12+9/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 25, Dex 14 
  Power Up Suite (enlarged, bull strength, and rage) 
  hp 50 
  AC 12, touch 12, flat-footed 12 
   (-1 size, +2 Dex, +3 armor, -2 rage) 
  Fort +12, Will +5  
  Melee mwk greataxe +14 (1d12+11/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 29, Dex 14, Con 26 
   
  P R I E S T E S S  O F  L O L T H 
  CR  9 
  Female drow cleric 8 
  CE Medium elf (drow) 
  Init +4 ; Senses darkvision 120 ft., Listen +5 , Spot 
  +5  
  Languages Common, Elven, Undercommon, Drow 
  Sign Language 
  AC 24, touch 14, flat-footed 24 
  URC7-02 Chasing the Darkness 
   
  Page 21 
  
   (+0 Dex, +8 full plate, +2 heavy steel shield, +4 
  deflection ring of protection +4) 
  hp 71 (8 HD)  
  Immune sleep 
  SR 19 
  Fort +6, Ref +2, Will +10 [+2 against enchantment 
  spells and effects; +2 Will saves against spells and 
  spell-like effects] 
  Weakness light blindness 
  Speed 20 ft. in +1 full plate (4 squares), base 
  movement 30 ft 
  Melee +1 light mace +8  (1d8+2)  or 
  Ranged light crossbow +5  (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6  
  Attack Options poison (drow poison, DC  13, 
  unconsciousness 1 minute/unconsciousness 2d4 
  hours), Smite Good (+4 attack +9 damage), 
  confusion D(DC 19), confusion D(DC 19), 
  blindness/deafness (DC 18), 
  Special Actions Spontaneous cast (inflict), Rebuke 
  undead 7x/day (+4, 2d6+12, 8th) 
  Combat Gear +1 full plate armor, heavy steel shield, 
  +1 mace, light crossbow, bolts (20) 
  Cleric Spells Prepared (CL 8th): 
  4th—castigate, confusion D(DC 19), cure critical 
  wounds, giant vermin  
  3rd— aid, mass, blindness/deafness (DC 18), 
  contagion D(DC 18), dispel magic, invisibility 
  purge 
  2nd—aura against flame, body blades, cure 
  moderate wounds, deific vengeance, invisibility D
  1st— cure light wounds (3), deathwatch, magic 
  weapon, protection from good 
  0— cure minor wounds (2), detect magic, read 
  magic, resistance 
  D: Domain spell. Deity: Lolth. Domains: Destruction, 
  Trickery  
  Spell—Like Abilities (CL 8th): 
   (1x/day)—dancing lights, darkness, faerie fire 
  �Already cast 
  Abilities Str 13, Dex 10 , Con 12 , Int 12 , Wis 20 Cha 
  18  
  SQ Able to notice secret or concealed doors  
  Feats Augment Healing*  , Improved Initiative , Skill 
  Focus (concentration)  
  Skills. Concentration +13 , Heal +11 , Knowledge 
  (arcane) +7 , Knowledge (planes) +6 , Listen +5 
  Spellcraft +7 Spot +3 
  Possessions combat gear plus Cloak of Charisma 
  +4; Periapt of Wisdom +4; Ring of Protection +4 
   
   
  7: QUEEN OF THE SPIDERS 
  Y O C H L O L 
  CR  8 
  Always CE Medium Outsider (chaotic, evil, 
  extraplanar, shapechanger) 
  Init +6 ; Senses darkvision 60ft, Listen +15 , Spot 
  +15  
  Languages Abyssal, Common, Drow Sign Language, 
  Undercommon; telepathy 100ft. 
  AC 21, touch 21, flat-footed 15 ; Combat Expertise 
   (+6 Dex, +5 deflection) 
  hp 95 (10 HD); DR 10/good  
  Immune to acid, electricity, mind-affecting spells and 
  effects, poison 
  Resist cold 10, fire 10; SR 19 
  Fort +12, Ref +13, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 8 tendrils +16  (1d4+4) 
  Space 5 ft.; Reach 6 ft. 
  Base Atk +10; Grp +14  
  Atk Options Combat Expertise, detect thoughts (DC 
  17), dominate person (DC 16), web (DC 17) 
  Spell-Like Abilities (CL 10th): 
  At Will – detect thoughts (DC 17), dominate person 
  (DC 16), darkness, desecrate, greater teleport 
  (self plus 50 pounds of objects only), spider 
  climb, stone shape, web (DC 17) 
  Abilities Str 19, Dex 22, Con 20, Int 18, Wis 15, Cha 
  20 
  SQ Lolth’s favor, mind blank, rapid shapeshifter 
  Feats Combat Casting, Combat Expertise, Exotic 
  Weapon Proficiency (hand crossbow)(b), 
  Persuasive, Weapon Finesse 
  Skills Bluff +20 , Concentration +18, Diplomacy +22 , 
  Hide +19, Intimidate +22, Knowledge (Arcana) 
  +17, Knowledge (religion) +17, Knowledge (the 
  planes) +17, Listen +15 , Move Silently +19 , 
  Sense Motive +15 , Spot +15  
  Advancement by PC class; Favored Class Bard, 
  see text 
  Gaseous Form (Su) A  yochlol can assume gaseous 
  form, appearing as a rolling cloud of oily green 
  smoke. In this form, a yochlol’s statistics does not 
  change, although it is treated as if under the effects 
  of a gaseous form spell that cannot be dispelled. A 
  gaseous yochlol can use contact other planes at 
  will as an additional spell-like ability. Any creature 
  sharing the same square as a gaseous yochlol at 
  the end of the creature’s turn is affected as if by a 
  stinking cloud spell (DC 20 Fort save negates.) The 
  save DC  is Constitution-based. 
  Humanoid form (Su) A yochlol can assume the form 
  of a hauntingly beautiful human or elf (usually 
  drow) woman. It has only little flexibility in altering 
  its specific appearance, and as a result can’t use 
  this ability to disguise itself as a specific individual. 
   
  Yochlols are nude when they initially assume 
  humanoid form, so they often wait to assume this 
  form until they have equipment and weapons 
  ready. Yochlol in humanoid form cannot make 
  tendrils attacks. They usually wear +2 mithral 
  chainmail (AC26, touch 18, flatfooted 22). Yochlols 
  are proficient with all simple and martial weapons, 
  but they prefer to use weapons such as rapiers to 
  take advantage of Weapon Finesse. 
  Lolth’s Favor (Su) As a handmaiden of Lolth, a 
  yochlol receives the spider queen’s favor in the 
  form of a Deflection bonus to its Armor Class equal 
  to its Charisma bonus. It does not retain this bonus 
  URC7-02 Chasing the Darkness 
   
  Page 22 
  
  while in humanoid form, but it does in gaseous or 
  spider forms. 
  Mind Blank (Su) A yochlol is protected at all times by 
  the equivalent of a mind blank spell. This effect 
  cannot be dispelled. 
  Rapid Shapeshifter (Su) A yochlol can shift between 
  its four forms with astounding speed. Changing 
  shape is a swift action that a yochlol can perform 
  as often as once per round. 
  Spider Form (Su) A yochlol can assume spider form, 
  appearing as a medium monstrous black widow 
  spider. It retains all of its base statistics but gains a 
  climb speed of 30 feet. It looses its tendril attacks 
  but gains a bite attack (+16 melee, 1d6+6 plus 
  poison [DC 20, 1d6 Con/2d6Con]) The poison save 
  DC  is Constitution-based. 
   
  URC7-02 Chasing the Darkness 
   
  Page 23 
  
  APL 10 
   1st— arrow mind, longstrider 
  2: CHASING THE DARKNESS 
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 15, Cha 8 
  L O K E E 
  CR  6 
  SQ Animal Companion, Wild Empathy (+5)  
  Male human fighter 6 
  Feats Alertness, Combat Reflexes , Dodge, 
  EnduranceB, Quick Draw , TrackB, Two-Weapon 
  FightingB
  N Medium humanoid (human) 
  Init +1 ; Senses Listen +1 , Spot +1  
  Languages Common  
  Skills Climb +4 , Concentration +7 , Handle Animal 
  +3, Heal +6, Hide +5, Jump +4, Listen +9 , Move 
  Silently +4 , Ride +5, Search +7, Spot +9 , Survival 
  +7  
  AC 18, touch 10, flat-footed 18 
   (+1 Dex, +8 +1 half-plate) 
  hp 70 (6 HD) Improved Toughness 
  Fort +8, Ref +3, Will +5 
  Possessions combat gear plus cloak of resistance 
  +2, bag of tricks (gray) 
  Speed 20 ft. in +1 half-plate (4 squares), base 
  movement 30 ft. 
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 15, Cha 8 
  Melee greatsword +11/+6  (2d6+6/19-20x2)  
  SQ Wild Empathy (+0), Ranger Combat Style (Two-
  Weapon Combat, Two-Weapon Fighting), Track 
  Wolf animal companion 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9  
  Atk Options Cleave, Great Cleave, Power Attack 
  Possessions combat gear plus cloak of resistance 
  +1 
  Combat Gear +1 greatsword, +1 half-plate, potion of 
  enlarge person
   Animal Companion medium wolf (MM 283) 
  Abilities Str 16 , Dex 12, Con 18 , Int 0, Wis 12, Cha 
  8 
   
  AN I M AL  C O M P AN I O N  
   
  CR1 
  Feats Cleave, Endurance , Great Cleave , Improved 
  Toughness, Iron Will , Power Attack, Weapon 
  Focus (greatsword), Weapon Specialization 
  (greatsword) 
  N Medium animal (wolf) 
  Init +2 ; Senses Listen +4 , Spot +2  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural armor) 
  Skills Climb +1, Escape Artist -6, Handle Animal +4, 
  Hide - , Intimidate +1, Jump -4, Move Silently -6, 
  Ride +5 , Swim -4  
  hp 26 (4 HD)  
  Fort +6 Ref +7, Will +2 
  Speed 50 ft. (10 squares), base movement 50 ft 
  Possessions combat gear plus amulet of heath +4 
  Melee  bite +6  (1d6+2)  
  Power Up Suite (enlarged) 
  Space 5 ft.; Reach 5 ft. 
  AC 16, touch 9, flat-footed 16 
  Base Atk +3; Grp +5  
   (-1 size, -1 Dex, +8 armor) 
  Atk Options Trip 
  Melee greatsword +10/+5  (2d6+8/19-20x2) 
  Abilities Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 
  Space 10 ft.; Reach 10 ft. 
  SQ Scent, low light vision 
  Abilities Str 19, Dex 10 
  Feats Track, Weapon Focus: Bite  
   
  Skills Jump + 4 , Listen + 4, Move Silently + 4, Spot + 
  3Survival + 1.  
  J E AN U E A F L E T C H E R 
  CR  6 
  Female human ranger 6 
   
  N Medium humanoid (human) 
  B R O T H E R  J U S TI N 
  CR  7 
  Init +1 ; Senses Listen +9 , Spot +9  
  Male human cleric of Olidammara 7  
  Languages Common  
  CN Medium humanoid (human) 
  AC 15, touch 11, flat-footed 14; +1 dodge bonus 
  Init +3 ; Senses Listen +3 , Spot +3  
   
  (+1 Dex, +4 +1 studded leather) 
  Languages Common  
  hp 37 (6 HD)  
  AC 20, touch 9, flat-footed 20 
  Fort +9 Ref +9, Will +7 
   (-1 Dex, +9 +1 full plate, +2 heavy steel shield) 
  Speed 30 ft. in +1 studded leather (6 squares), base 
  movement 30 ft. 
  hp 56 (7 HD) 
  Fort +9 Ref +3, Will +10 
  Melee +1 longsword +7 (1d8+3) and  
  Speed 30 ft. in +1 full plate (4 squares), base 
  movement 30 ft 
   
  +1 shortsword +7  (1d6+2/19-20x2) or 
  Melee +1 longsword +9/+4  (1d8+3) or  
  Melee +1 light mace +7  (1d8+2) or 
  Ranged mwk longbow +10/+5 (1d8) 
  Ranged crossbow, light +5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +8  
  Base Atk +5 ; Grp +6  
  Atk Options Favored Enemy: Human (+4), Favored 
  Enemy: Magical Beast (+2), Combat Reflexes  
  Atk Options Combat Casting 
  Special Actions Rebuke undead 4x/day (+1, 2d6+8, 
  7th), Spontaneous casting (inflict),  
  Combat Gear +1 studded leather, +1 longsword,+1 
  shortsword,  mwk longbow, wand of cure light 
  wounds (50 charges), 20 arrows 
  Ranger Spells Prepared (CL 2nd): 
  URC7-02 Chasing the Darkness 
   
  Page 24 
  
  Combat Gear +1 full plate armor, heavy steel shield, 
  mwk mace, crossbow, light, 20 bolts, broach of 
  shielding 
  Cleric Spells Prepared (CL 7th): 
   4th—haste D, shield of faith, mass 
   3rd— blindness/deafness (DC 16), blur D, dispel 
  magic, invisibility purge 
   2nd— bear`s endurance, close wounds, hold 
  person (DC 15), invisibility D, restoration, lesser 
   1st—bless, cure light wounds, entropic shield, 
  expeditious retreat D, shield of faith, summon 
  monster I 
   0— cure minor wounds (2), detect magic, 
  guidance, light 
  D: Domain spell. Deity: Olidammara. Domains: 
  Celerity, Trickery  
  �Already cast 
  Abilities Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12 
  Feats Augment Healing*, Domain Spontaneity 
  (celerity) , Improved Initiative Skill Focus 
  (concentration)  
  Skills Concentration +13 , Diplomacy +4 , Heal +6 , 
  Listen +3  Knowledge (Religion) +7 Spot +3  
  Possessions combat gear plus cloak of resistance 
  +2 
   
  R HE AN N A H I NG E 
  CR  7 
  Female human wizard 7  
  CN Medium human 
  Init +2 ; Senses Listen +1 , Spot +1  
  Languages Celestial, Common, Draconic 
  AC 16, touch 16, flat-footed 14 ; mage armor 
   (+2 Dex, +4 mage armor) 
  hp 36 (7 HD)  
  Fort +6 Ref +6 Will +8 
  Speed 30 ft. (6 squares), base movement 30 ft 
  Melee quarterstaff +3  (1d6) or 
  Ranged mwk light crossbow +3  (1d8 19-20/x2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3  
  Atk Options Point Blank Shot 
  Combat Gear quarterstaff, mwk light crossbow 
  Wizard Spells Prepared (CL 7th): 
  4—enervation (+4 ranged touch, +5 within 30’) 
  3—bands of steel, dispel magic, ray of exhaustion 
  (+4 ranged touch, +5 within 30’) 
  2—blindness/deafness, false life, ray of sickness 
  (+4 ranged touch, +5 within 30’), ray of weakness 
  (+4 ranged touch, +5 within 30’) 
  1—backbiter, mage armor, magic missile (2), ray of 
  enfeeblement (+4 ranged touch, +5 within 30’) 
  0—electric jolt, launch bolt (2), touch of fatigue 
  �Already cast 
  Abilities Str 10, Dex 14, Con 13, Int 16 , Wis 12, Cha 
  8 
  SQ Raven Familiar, Scribe Scroll 
  Feats Point Blank Shot , Precise Shot, Skill Focus 
  (concentration) , Spell Focus (necromancy)  
  Skills Appraise +8 , Concentration +13 , Decipher 
  Script +8 , Knowledge (Arcana) +14 , Knowledge 
  (The Planes) +14 , Listen +1 , Move Silently +2 , 
  Spellcraft +12 Spot +1  
  Possessions combat gear plus cloak of resistance 
  +2, amulet of heath +2, brooch of shielding 
  Spellbook spells prepared plus 0— acid splash, 
  amanuensis, arcane mark, caltrops, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, 
  ghost sound, launch item, light, mage hand, 
  mending, message, open/close, prestidigitation, 
  ray of frost, read magic, repair minor damage, 
  repair minor damage, resistance, silent portal, 
  sonic snap, stick; 1—backbiter, cause fear, shield; 
  3— vampiric touch; 4— wrack 
   
  4: FOLLOWING A PATH 
  L O L T H-T O UC HE D B AR B AR I AN  (3)  CR  9 
  Female drow barbarian 7 
  CE Medium elf (drow) 
  Init +2 ; Senses darkvison 120 ft.; Listen +11 , Spot 
  +6  
  Languages Common, Elven, Undercommon, Drow 
  Sign Language  
  AC 20, touch 12, flat-footed 18; +1 dodge 
   (+2 Dex, +4 +1 studded leather armor, +4 natural 
  amulet of natural armor +4,) 
  hp 105 (7 HD)  
  DR 1/- 
  Immune fear, sleep 
  SR 18 
  Fort +11 Ref +5, Will +3; +2 against enchantment 
  spells and effects; +2 Will saves against spells and 
  spell-like effects 
  Fort +9 Ref +4, Will +3; +2 against enchantment 
  spells and effects; +2 Will saves against spells and 
  spell-like effects 
  Weakness light blindness 
  Speed 40 ft. in +1 studded leather (8 squares), base 
  movement 40 ft 
  Melee mwk greataxe +14  (1d12+6/crit 20/x3) or 
  Ranged mighty composite longbow +7/+2 (1d8+5)  
  Space 5 ft.; Reach X5 ft. 
  Base Atk +7; Grp +12  
  Attack Options Combat Reflexes, Powerful Charge, 
  Rage 2x/day, poison (drow poison, DC  13, 
  unconsciousness 1 minute/unconsciousness 2d4 
  hours),  
  Combat Gear +1 greataxe, mighty composite 
  longbow(+5 Str), +1 studded leather armor, amulet 
  of natural armor +4, potion cure serious wounds (2) 
  Spell-Like Abilities (CL 7th): 
  (1x/day)-dancing lights, darkness, faerie fire 
  �Already cast 
  Abilities Str 21 , Dex 15 , Con 19 , Int 12 , Wis 12 , 
  Cha 10 
  SQ Able to notice secret or concealed doors, Fast 
  Movement, Illiteracy, Uncanny Dodge, Improved 
  Uncanny Dodge, Trap Sense (+2) 
  Feats Combat Reflexes , Dodge , Fast MovementB, 
  Improved Uncanny DodgeB, Trap Sense +1B, 
  Uncanny DodgeB, Weapon Focus: Greataxe  
  URC7-02 Chasing the Darkness 
   
  Page 25 
  
  Skills Balance +2 , Climb +14 , Escape Artist +2 , 
  Hide +6 , Intimidate +9, Jump +10 , Listen +11 , 
  Move Silently +6 , Search +3 , Spot +6 , Survival 
  +1, Swim +4  
  Possessions combat gear plus climbing kit, 2 doses 
  drow poison, potion enlarge person, potion bull 
  strength
  Power Up Suite (enlarged and bull strength) 
  AC 19, touch 12, flat-footed 19 
   (-1 size, +3 Dex, +3 armor, +4 natural) 
  Melee mwk greataxe +14  (1d12+11/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 26, Dex 14 
  Power Up Suite (enlarged, bull strength, and rage) 
  hp 50 
  AC 16, touch 10, flat-footed 16 
   (-1 size, +3 Dex, +3 armor, +4 natural, -2 rage) 
  Fort +13, Will +5  
  Melee mwk greataxe +17 (1d12+15/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 30, Dex 14, Con 26 
   
  P R I E S T E S S  O F  L O L T H 
  CR  11 
  Female drow cleric 10 
  CE Medium elf (drow) 
  Init +4 ; Senses darkvision 120 ft., Listen +5 , Spot 
  +5  
  Languages Common, Elven, Undercommon, Drow 
  Sign Language 
  AC 26, touch 14, flat-footed 26 
   (+0 Dex, +9 +1 mithral full plate, +3 +1 mithral 
  heavy steel shield, +4 deflection ring of protection 
  +4) 
  hp 85 (10 HD)  
  Immune sleep 
  SR 21 
  Fort +8, Ref +3, Will +12; +2 against enchantment 
  spells and effects; +2 Will saves against spells and 
  spell-like effects 
  Weakness light blindness 
  Speed 20 ft. in +1 mithral full plate (4 squares), base 
  movement 30 ft 
  Melee +1 light mace +9/+4  (1d8+2) or 
  Ranged light crossbow +7  (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +8  
  Attack Options poison (drow poison, DC  13, 
  unconsciousness 1 minute/unconsciousness 2d4 
  hours), blindness/deafness (DC  18), confusion D 
  (DC  19), contagion D (DC  18), , inflict light wounds 
  D (DC  16),  inflict light wounds, mass D (DC  20), 
  Special Actions Rebuke Undead 7x/day (+4, 
  2d6+14, 10th) 
  Combat Gear +1mithral full plate armor, +1 mithral 
  heavy steel shield, +1 light mace, light crossbow, 
  bolts (20) 
  Cleric Spells Prepared (CL 10th): 
  5th—cure light wounds, mass, dispel good, inflict 
  light wounds, mass D (DC  20), stalwart pact 
  4th—castigate, confusion D (DC  19), cure critical 
  wounds, giant vermin, recitation 
   
  3rd— aid, mass, blindness/deafness (DC  18), 
  contagion D (DC  18), dispel magic, invisibility 
  purge 
   2nd— aura against flame, body blades, cure 
  moderate wounds, deific vengeance, invisibility D, 
  stabilize  
   
   1st— cure light wounds, deathwatch, inflict light 
  wounds D (DC  16), magic weapon, obscuring 
  mist, protection from good 
   0— cure minor wounds (x2), detect magic, read 
  magic, resistance 
  D: Domain spell. Deity: Lolth. Domains: Destruction, 
  Trickery  
  Spell—Like Abilities (CL 10th): (DC  20) 
   (1x/day)—dancing lights, darkness, faerie fire 
  �Already cast 
  Abilities Str 14 , Dex 10 , Con 12 , Int 12 , Wis 20 
  Cha 18  
  SQ Able to notice secret or concealed doors 
  Feats Augment Healing*  , Domain Spontaneity 
  Improved Initiative , Skill Focus (concentration)  
  Skills. Concentration +16 , Heal +14 , Knowledge 
  (arcane) +7 , Knowledge (planes) +6 , Listen +5 
  Spellcraft +7 Spot +3 
  Possessions combat gear plus Cloak of Charisma 
  +4; Periapt of Wisdom +4; Ring of Protection +4 
   
  7: QUEEN OF THE SPIDERS 
  Y O C H L O L 
  CR  8 
  Always CE Medium Outsider (chaotic, evil, 
  extraplanar, shapechanger) 
  Init +6 ; Senses darkvision 60ft, Listen +15 , Spot 
  +15  
  Languages Abyssal, Common, Drow Sign Language, 
  Undercommon; telepathy 100ft. 
  AC 21, touch 21, flat-footed 15 ; Combat Expertise 
   (+6 Dex, +5 deflection) 
  hp 95 (10 HD); DR 10/good  
  Immune to acid, electricity, mind-affecting spells and 
  effects, poison 
  Resist cold 10, fire 10; SR 19 
  Fort +12, Ref +13, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 8 tendrils +16  (1d4+4) 
  Space 5 ft.; Reach 6 ft. 
  Base Atk +10; Grp +14  
  Atk Options Combat Expertise, detect thoughts (DC 
  17), dominate person (DC 16), web (DC 17) 
  Spell-Like Abilities (CL 10th): 
  At Will – detect thoughts (DC 17), dominate person 
  (DC 16), darkness, desecrate, greater teleport 
  (self plus 50 pounds of objects only), spider 
  climb, stone shape, web (DC 17) 
  Abilities Str 19, Dex 22, Con 20, Int 18, Wis 15, Cha 
  20 
  SQ Lolth’s favor, mind blank, rapid shapeshifter 
  Feats Combat Casting, Combat Expertise, Exotic 
  Weapon Proficiency (hand crossbow)(b), 
  Persuasive, Weapon Finesse 
  URC7-02 Chasing the Darkness 
   
  Page 26 
  
  Skills Bluff +20 , Concentration +18, Diplomacy +22 , 
  Hide +19, Intimidate +22, Knowledge (Arcana) 
  +17, Knowledge (religion) +17, Knowledge (the 
  planes) +17, Listen +15 , Move Silently +19 , 
  Sense Motive +15 , Spot +15  
  Advancement by PC class; Favored Class Bard, 
  see text 
  Gaseous Form (Su) A  yochlol can assume gaseous 
  form, appearing as a rolling cloud of oily green 
  smoke. In this form, a yochlol’s statistics does not 
  change, although it is treated as if under the effects 
  of a gaseous form spell that cannot be dispelled. A 
  gaseous yochlol can use contact other planes at 
  will as an additional spell-like ability. Any creature 
  sharing the same square as a gaseous yochlol at 
  the end of the creature’s turn is affected as if by a 
  stinking cloud spell (DC 20 Fort save negates.) The 
  save DC  is Constitution-based. 
  Humanoid form (Su) A yochlol can assume the form 
  of a hauntingly beautiful human or elf (usually 
  drow) woman. It has only little flexibility in altering 
  its specific appearance, and as a result can’t use 
  this ability to disguise itself as a specific individual. 
   
  Yochlols are nude when they initially assume 
  humanoid form, so they often wait to assume this 
  form until they have equipment and weapons 
  ready. Yochlol in humanoid form cannot make 
  tendrils attacks. They usually wear +2 mithral 
  chainmail (AC26, touch 18, flatfooted 22). Yochlols 
  are proficient with all simple and martial weapons, 
  but they prefer to use weapons such as rapiers to 
  take advantage of Weapon Finesse. 
  Lolth’s Favor (Su) As a handmaiden of Lolth, a 
  yochlol receives the spider queen’s favor in the 
  form of a Deflection bonus to its Armor Class equal 
  to its Charisma bonus. It does not retain this bonus 
  while in humanoid form, but it does in gaseous or 
  spider forms. 
  Mind Blank (Su) A yochlol is protected at all times by 
  the equivalent of a mind blank spell. This effect 
  cannot be dispelled. 
  Rapid Shapeshifter (Su) A yochlol can shift between 
  its four forms with astounding speed. Changing 
  shape is a swift action that a yochlol can perform 
  as often as once per round. 
  Spider Form (Su) A yochlol can assume spider form, 
  appearing as a medium monstrous black widow 
  spider. It retains all of its base statistics but gains a 
  climb speed of 30 feet. It looses its tendril attacks 
  but gains a bite attack (+16 melee, 1d6+6 plus 
  poison [DC 20, 1d6 Con/2d6Con]) The poison save 
  DC  is Constitution-based. 
  URC7-02 Chasing the Darkness 
   
  Page 27 
  
  APL 12 
   
  2: CHASING THE DARKNESS 
  L O K E E 
  CR  8 
  Male human fighter 8 
  N Medium humanoid (human) 
  Init +1 ; Senses Listen +1 , Spot +1  
  Languages Common  
  AC 18, touch 10, flat-footed 18 
   (+1 Dex, +8 +1 half-plate) 
  hp 101 (8 HD); Diehard, Improved Toughness  
  Fort +9, Ref +3, Will +5 
  Speed 20 ft. in +1 half-plate (4 squares), base 
  movement 30 ft. 
  Melee greatsword +13/+8  (2d6+6/19-20x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +9  
  Atk Options Cleave, Great Cleave, Power Attack 
  Power Attack, Cleave 
  Combat Gear +1 greatsword, +1 half-plate, potion of 
  enlarge person
  Abilities Str 17 , Dex 12, Con 18 , Int 10, Wis 12, Cha 
  8 
  Feats Cleave, Die Hard , Endurance , Great Cleave , 
  Improved Toughness, Iron Will , Power Attack, 
  Weapon Focus (greatsword), Weapon 
  Specialization (greatsword) 
  Skills Climb +1, Escape Artist -6, Handle Animal +4 , 
  Hide - , Intimidate +1, Jump -4, Listen +1 , Move 
  Silently -6, Ride +8 , Swim +2 Spot +1  
  Possessions combat gear plus amulet of heath +6 
  Power Up Suite (enlarged) 
  AC 17, touch 10, flat-footed 17; Combat Expertise 
   (-1 size, +8 armor) 
  Melee +1 greatsword +14/+9 (2d6+10/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 19, Dex 10 
   
  J E AN U E A F L E T C H E R 
  CR  8 
  Female human ranger 8 
  N Medium humanoid (human) 
  Init +2 ; Senses Listen +9 , Spot +9 Languages 
  Common  
  AC 15, touch 12, flat-footed 14; +1 dodge bonus 
   
  (+2 Dex, +4 +1 studded leather) 
  hp 48 (8 HD)  
  Fort +11 Ref +11, Will +8 
  Speed 30 ft. in +1 studded leather (6 squares), base 
  movement 30 ft. 
  Melee +1 longsword +8/+3 (1d8+2)  and  
   
  +1 shortsword +8/+3  (1d6+2/19-20x2)  or 
  Melee +1 longsword +10/+5  (1d8+2) or  
  Ranged +1 longbow +10/+5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3 ; Grp +9  
  Atk Options Human (+4), Favored Enemy: Magical 
  Beast (+2) 
  Combat Gear +1 studded leather, +1 longsword, +1 
  longbow, wand of cure light wounds (50 charges), 
  20 arrows 
  Ranger Spells Prepared (CL 3rd): 
   2nd— barkskin� 
   1st— arrow mind, longstrider 
  �Already cast 
  Abilities Str 13, Dex 14, Con 14, Int 10, Wis 15, Cha 
  8 
  SQ Wild Empathy (+6), Woodland Stride, Swift 
  Tracker 
  Feats Alertness, Combat Reflexes , Dodge, 
  EnduranceB, Quick Draw , TrackB, Two-Weapon 
  FightingB 
  Skills Climb +5 , Concentration +9 , Handle Animal 
  +4 , Heal +7, Hide +7 , Jump +5, Listen +9 , Move 
  Silently +7 , Ride +6, Search +7, Spot +9 , Survival 
  +7  
  Possessions combat gear plus cloak of resistance 
  +3, bag of tricks (rust) 
   
  AN I M AL  C O M P AN I O N 
   
  CR1 
  N Medium animal (wolf) 
  Init +2 ; Senses Listen +4 , Spot +2  
  AC 17, touch 13, flat—footed 14 
   (+3 Dex, +4 natural armor) 
  hp 26 (4d8+8 HD)  
  Fort +8 Ref +7, Will +1 
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee  bite +6  (1d6+2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options Trip 
  Abilities Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 
  SQ Scent, low light vision 
  Feats Track, Weapon Focus: Bite  
  Skills Jump + 4 , Listen + 4, Move Silently + 4, Spot + 
  3Survival + 1.  
   
  B R O T H E R  J U S TI N 
  CR  9 
  Male human cleric of Olidammara 9  
  CN Medium humanoid (human) 
  Init +3 ; Senses Listen +5 , Spot +5  
  Languages Common  
  AC 20, touch 9, flat-footed 20 
   (-1 Dex, +9 +1 full plate, +2 heavy steel shield) 
  hp 74 (9 HD) 
  Fort +11 Ref +5, Will +14 
  Speed 30 ft. in +1 full plate (4 squares), base 
  movement 30 ft. 
  Melee +1 light mace +8 (1d8+2)  or 
  Ranged masterwork crossbow, light +6  (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6 ; Grp +7  
  Atk Options blindness/deafness (DC  17), hold 
  person (DC  16), sound burst (DC  17) 
  URC7-02 Chasing the Darkness 
   
  Page 28 
  
  Feats Sudden Empower 
  Special Actions rebuke undead 4x/day (+1, 2d6+10, 
  9th), Spontaneous casting (inflict)  
  Feats Point Blank Shot , Precise Shot, Scribe Scroll  
  Skill Focus (concentration) , Spell Focus 
  (necromancy) Sudden enlarge  
  Combat Gear +1 full plate armor, heavy steel shield, 
  +1 light mace, crossbow, light, 20 bolts, brooch of 
  shielding 
  Skills Appraise +10 , Concentration +19 , Decipher 
  Script +14 , Knowledge (Arcana) +17 , Knowledge 
  (The Planes) +17 , Listen +1 , Move Silently +2 , 
  Spellcraft +17 Spot +1  
  Cleric Spells Prepared (CL 9th): 
   5th—stalwart pact�, tree stride D
   4th—haste D, shield of faith, mass, recitation 
   3rd— blindness/deafness (DC  17), blur D, dispel 
  magic, invisibility purge, magic vestment 
  Possessions combat gear plus cloak of resistance 
  +3, amulet of heath +4, broach of shielding, headband 
  of intellect +4 
   2nd—bear`s endurance, close wounds, hold 
  person (DC  16), invisibility D, restoration, lesser, 
  sound burst (DC  17) 
  Spellbook spells prepared plus 0— acid splash, 
  amanuensis, arcane mark, caltrops, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, 
  flare, ghost sound, launch Item, light, mage Hand, 
  mending, message, open/close, prestidigitation, 
  ray of frost, read magic, repair minor damage, 
  repair minor damage, resistance, silent portal, 
  sonic snap, stick; 1— cause fear, shield 
   1st— bless, entropic shield, expeditious retreat D, 
  cure light wounds, shield of faith, summon 
  monster I 
   0— cure minor wounds (2), detect magic, 
  guidance, light 
  D: Domain spell. Deity: Olidammara. Domains: 
  Celerity, Trickery  
   
  �Already cast  
  4: FOLLOWING A PATH 
  Abilities Str 13, Dex 8, Con 14, Int 10, Wis 20, Cha 
  12 
  L O L T H-T O UC HE D B AR B AR I AN  (3)   
   
   
  CR  11 
  Feats Augment Healing*, Domain Spontaneity 
  (celerity) , Improved Initiative Skill Focus 
  (concentration) Sudden Silent  
  Female drow barbarian 9 
  CE Medium elf (drow) 
  Init +3 ; Senses darkvison 120 ft.; Listen +11 , Spot 
  +6 , 
  Skills Concentration +13 , Diplomacy +7 , Heal +8 , 
  Listen +5  Knowledge (Religion) +7 Spot +5  
  Languages Common, Elven, Undercommon, Drow 
  Sign Language  
  Possessions combat gear plus brooch of shielding, 
  cloak of resistance +3, periapt of wisdom +3 
  AC 21, touch 13, flat-footed 18; +1 dodge 
   
   (+3 Dex, +4 +1 studded leather armor, +4 natural 
  amulet of natural armor +4,) 
  R HE AN N A H I NG E 
  CR  9 
  Female human wizard 9  
  hp 135 (9 HD)  
  CN Medium human 
  DR 1/- 
  Init +2 ; Senses Listen +1 , Spot +1  
  Immune fear, sleep 
  Languages Celestial, Common, Draconic 
  SR 20 
  AC 16, touch 16, flat-footed 14 ; mage armor 
  Fort +10, Ref +6, Will +4; +2 against enchantment 
  spells and effects; +2 Will saves against spells and 
  spell-like effects 
   (+2 Dex, +4 mage armor) 
  hp 64 (0 HD)  
  Fort +9 Ref +7 Will +8 
  Weakness light blindness 
  Speed 40 ft. in +1 studded leather (8 squares), base 
  movement 40 ft 
  Speed 30 ft. (6 squares), base movement 30 ft 
  Melee quarterstaff +4  (1d6) or 
  Ranged mwk light crossbow +4  (1d8 19-20/x2); 
  Melee +1 greataxe +16/+11  (1d12+6/crit 19-20/x3) or 
  Space 5 ft.; Reach 5 ft. 
  Ranged mighty composite longbow +13 (+5 Str) 
  +12/+7 (1d8+5)  
  Base Atk +4; Grp +4  
  Atk Options Point Blank Shot, Precise Shot,  
  Space 5 ft.; Reach X5 ft. 
  Combat Gear quarterstaff, mwk light crossbow 
  Base Atk +9; Grp +14  
  Wizard Spells Prepared (CL 9th): 
  Attack Options poison (drow poison, DC  13, 
  unconsciousness 1 minute/unconsciousness 2d4 
  hours), Combat Reflexes 
  5—night`s caress, prismatic ray 
  4—burning blood, enervation, wither 
  3—bands of steel, dispel magic, ray of exhaustion, 
  vampiric touch 
  Combat Gear +1 greataxe, mighty composite 
  longbow(+5 Str), +1 studded leather armor, amulet 
  of natural armor +4, potion cure serious wounds 
  (x2) 
  2—blindness/deafness, false life, ray of sickness 
  (x2), ray of weakness 
  1—backbiter, mage armor, magic missile (3), ray of 
  enfeeblement 
  Spell-Like Abilities (CL 9th): 
   (1x/day)-dancing lights, darkness, faerie fire 
  0—electric jolt, launch bolt (2), touch of fatigue 
  �Already cast 
  �Already cast 
  Abilities Str 21 , Dex 16 , Con 19 , Int 12 , Wis 12 , 
  Cha 10 
  Abilities Str 10, Dex 14, Con 18  Int 21 , Wis 12, Cha 
  8 
  SQ Raven Familiar, Scribe Scroll 
  URC7-02 Chasing the Darkness 
   
  Page 29 
  
  SQ Able to notice secret or concealed doors; Rage 
  (3x/day), Fast Movement, Uncanny Dodge, Trap 
  Sense +3, Improved Uncanny Dodge 
  Feats Combat Reflexes , Dodge , Fast MovementB, 
  Improved Critical: Greataxe Improved Uncanny 
  DodgeB, Trap Sense +1B, Uncanny DodgeB, 
  Weapon Focus: Greataxe  
  Skills Balance +2 , Climb +16 , Escape Artist +2 , 
  Hide +6 , Intimidate +12, Jump +15 , Listen +11 , 
  Move Silently +6 , Search +3 , Spot +6 , Survival 
  +1, Swim +4  
  Possessions combat gear plus climbing kit, 2 doses 
  drow poison potion enlarge person, potion bull 
  strength
  Power Up Suite (enlarged and bull strength) 
  AC 19, touch 12, flat-footed 19 
   (-1 size, +3 Dex, +3 armor, +4 natural) 
  Melee +1 greataxe +18 (1d12+11/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 25, Dex 14 
  Power Up Suite (enlarged, bull strength, and rage) 
  hp 50 
  AC 16, touch 12, flat-footed 16 
   (-1 size, +2 Dex, +3 armor, +4 natural, -2 rage) 
  Fort +14, Will +6  
  Melee mwk greataxe +20  (1d12+13/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 29, Dex 14, Con 26 
   
  P R I E S T E S S  O F  L O L T H 
  CR  13 
  Female drow cleric 12 
  CE Medium elf (drow) 
  Init +4 ; Senses darkvision 120 ft., Listen +6 , Spot 
  +6  
  Languages Common, Elven, Undercommon, Drow 
  Sign Language 
  AC 26, touch 14, flat-footed 26 
   (+0 Dex, +9 +1 mithral full plate, +3 +1 mithral 
  heavy steel shield, +4 deflection ring of protection 
  +4) 
  hp 99 (12 HD); stalwart pact 
  Immune sleep 
  SR 23 
  Fort +9, Ref +4, Will +14; +2 against enchantment 
  spells and effects; +2 Will saves against spells and 
  spell-like effects 
  Weakness light blindness 
  Speed 20 ft. in +1 mithral full plate (4 squares), base 
  movement 30 ft 
  Melee +1 light mace +12/+7  (1d8+2, plus infernal 
  wound) or 
  Ranged light crossbow +9  (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +11  
  Attack Options Destruction 1x/day (+4 attack, +12 
  damage), blindness/deafness (DC  19), castigate 
  (DC  20), Clutch of Orcus (enervate spell) (DC  21), 
  confusion D (DC  20), contagionD (DC  19), frost 
  breath (DC  18), inflict light wounds (enervate spell) 
  (DC  19), hold person (DC  18),  inflict light 
  wounds, mass D (DC 21), rejection (DC 22), poison 
  (drow poison, DC  13, unconsciousness 1 
  minute/unconsciousness 2d4 hours) 
  Special Actions rebuke undead 7xday (+4, 2d6+16, 
  12th) spontaneous cast (inflict) 
  Combat Gear +1mithral full plate armor, +1 mithral 
  heavy steel shield, +1 mace, light crossbow, bolts 
  (20) 
  Cleric Spells Prepared (CL 12th): 
  6th—cure moderate wounds, mass, dispel magic, 
  greater, harm D, rejection (DC 22) 
  5th—Clutch of Orcus (enervate spell) (DC 21), cure 
  light wounds, mass, dispel good, inflict light 
  wounds, mass D (DC 21), stalwart pact� 
  4th— castigate (DC 20), confusion D (DC 20), cure 
  critical wounds, giant vermin, recitation  
  3rd— aid, mass, blindness/deafness (DC 19), 
  contagionD (DC 19), dispel magic, inflict light 
  wounds (enervate spell) (DC 19), invisibility 
  purge 
  2nd— cure moderate wounds, deific vengeance, 
  frost breath (DC 18), hold person (DC 18), 
  infernal wound�, inky cloud, invisibility D
  1st— cure light wounds (x2), deathwatch, inflict light 
  wounds D (DC 17), magic weapon, obscuring 
  mist, protection from good, shield of faith   
  0— cure minor wounds (x2), detect magic, read 
  magic, resistance  
  D: Domain spell. Deity: Lolth. Domains: Destruction, 
  Trickery  
  Spell—Like Abilities (CL 12th): 
   (1x/day)—dancing lights, darkness, faerie fire 
  �Already cast 
  Abilities Str 14 , Dex 10 , Con 12 , Int 12 , Wis 23 Cha 
  18  
  SQ Able to notice secret or concealed doors 
  Feats Augment Healing*  , Domain Spontaneity 
  Enervate Spell , Improved Initiative , Skill Focus 
  (concentration)  
  Skills. Concentration +13 , Heal +16 , Knowledge 
  (arcane) +7 , Knowledge (planes) +7 , Listen +6 
  Spellcraft +8 Spot +6 
  Possessions combat gear plus Cloak of Charisma 
  +4; Periapt of Wisdom +6; Ring of Protection +4 
   
  7: QUEEN OF THE SPIDERS 
  Y O C H L O L 
  CR  8 
  Always CE Medium Outsider (chaotic, evil, 
  extraplanar, shapechanger) 
  Init +6 ; Senses darkvision 60ft, Listen +15 , Spot 
  +15  
  Languages Abyssal, Common, Drow Sign Language, 
  Undercommon; telepathy 100ft. 
  AC 21, touch 21, flat-footed 15 ; Combat Expertise 
   (+6 Dex, +5 deflection) 
  hp 95 (10 HD); DR 10/good  
  Immune to acid, electricity, mind-affecting spells and 
  effects, poison 
  Resist cold 10, fire 10; SR 19 
  Fort +12, Ref +13, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 8 tendrils +16  (1d4+4) 
  URC7-02 Chasing the Darkness 
   
  Page 30 
  
  Space 5 ft.; Reach 6 ft. 
  Base Atk +10; Grp +14  
  Atk Options Combat Expertise, detect thoughts (DC 
  17), dominate person (DC 16), web (DC 17) 
  Spell-Like Abilities (CL 10th): 
  At Will – detect thoughts (DC 17), dominate person 
  (DC 16), darkness, desecrate, greater teleport 
  (self plus 50 pounds of objects only), spider 
  climb, stone shape, web (DC 17) 
  Abilities Str 19, Dex 22, Con 20, Int 18, Wis 15, Cha 
  20 
  SQ Lolth’s favor, mind blank, rapid shapeshifter 
  Feats Combat Casting, Combat Expertise, Exotic 
  Weapon Proficiency (hand crossbow)(b), 
  Persuasive, Weapon Finesse 
  Skills Bluff +20 , Concentration +18, Diplomacy +22 , 
  Hide +19, Intimidate +22, Knowledge (Arcana) 
  +17, Knowledge (religion) +17, Knowledge (the 
  planes) +17, Listen +15 , Move Silently +19 , 
  Sense Motive +15 , Spot +15  
  Advancement by PC class; Favored Class Bard, 
  see text 
  Gaseous Form (Su) A  yochlol can assume gaseous 
  form, appearing as a rolling cloud of oily green 
  smoke. In this form, a yochlol’s statistics does not 
  change, although it is treated as if under the effects 
  of a gaseous form spell that cannot be dispelled. A 
  gaseous yochlol can use contact other planes at 
  will as an additional spell-like ability. Any creature 
  sharing the same square as a gaseous yochlol at 
  the end of the creature’s turn is affected as if by a 
  stinking cloud spell (DC 20 Fort save negates.) The 
  save DC  is Constitution-based. 
  Humanoid form (Su) A yochlol can assume the form 
  of a hauntingly beautiful human or elf (usually 
  drow) woman. It has only little flexibility in altering 
  its specific appearance, and as a result can’t use 
  this ability to disguise itself as a specific individual. 
   
  Yochlols are nude when they initially assume 
  humanoid form, so they often wait to assume this 
  form until they have equipment and weapons 
  ready. Yochlol in humanoid form cannot make 
  tendrils attacks. They usually wear +2 mithral 
  chainmail (AC26, touch 18, flatfooted 22). Yochlols 
  are proficient with all simple and martial weapons, 
  but they prefer to use weapons such as rapiers to 
  take advantage of Weapon Finesse. 
  Lolth’s Favor (Su) As a handmaiden of Lolth, a 
  yochlol receives the spider queen’s favor in the 
  form of a Deflection bonus to its Armor Class equal 
  to its Charisma bonus. It does not retain this bonus 
  while in humanoid form, but it does in gaseous or 
  spider forms. 
  Mind Blank (Su) A yochlol is protected at all times by 
  the equivalent of a mind blank spell. This effect 
  cannot be dispelled. 
  Rapid Shapeshifter (Su) A yochlol can shift between 
  its four forms with astounding speed. Changing 
  shape is a swift action that a yochlol can perform 
  as often as once per round. 
  Spider Form (Su) A yochlol can assume spider form, 
  appearing as a medium monstrous black widow 
  spider. It retains all of its base statistics but gains a 
  climb speed of 30 feet. It looses its tendril attacks 
  but gains a bite attack (+16 melee, 1d6+6 plus 
  poison [DC 20, 1d6 Con/2d6Con]) The poison save 
  DC  is Constitution-based. 
  URC7-02 Chasing the Darkness 
   
  Page 31 
  
  APL 14 
  2: CHASING THE DARKNESS 
  L O K E E 
  CR  10 
  Male human fighter 10 
  N Medium humanoid (human) 
  Init +1 ; Senses Listen +3 , Spot +0  
  Languages Abyssal, Common  
  AC 22, touch 12, flat-footed 22; Combat Expertise 
   (+10 armor, +2 deflection) 
  hp 127 (10 HD); Diehard; Stalwart Pact  
  Fort +12, Ref +4, Will +6 
  Speed 20 ft. in +1 half-plate (4 squares), base 
  movement 30 ft. 
  Melee +1 adamantine flaming burst greatsword 
  +14/+9   (2d6+7+1d6 [fire]/19-20x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13  
  Atk Options Combat Expertise, Improved Disarm, 
  Power Attack, Cleave 
  Combat Gear +1 adamantine flaming burst 
  greatsword, +1 half-plate with moderate 
  fortification, ring of force shield, potion of enlarge 
  person 
  Abilities Str 17 , Dex 12, Con 20 , Int 10, Wis 12, Cha 
  8 
  Feats Cleave, Die Hard , Endurance , Great Cleave , 
  Greater Weapon Focus (greatsword), Improved 
  Toughness,Improved Critical (greatsword) , Iron 
  Will , Power Attack, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword) 
  Skills Climb +6 , Escape Artist -6, Handle Animal +4 , 
  Hide - , Intimidate +1, Jump -4, Listen +1 , Move 
  Silently -6, Ride +8 , Swim +2 Spot +1  
  Possessions combat gear plus amulet of health +6 
  Power Up Suite (enlarged) 
  AC 20, touch 11, flat-footed 20 
   (-1 size, -1 Dex, +10 armor, +2 deflection) 
  Melee +1 adamantine flaming burst greatsword, 
  +16/+11 (2d6+9/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 19, Dex 10 
   
  J E AN U E A F L E T C H E R 
  CR  10 
  Female human ranger 10 
  N Medium humanoid (human) 
  Init +3 ; Senses Listen +10 , Spot +10  
  Languages Common  
  AC 20, touch 13, flat-footed 17; +1 dodge bonus 
   
  (+3 Dex, +4 +1 studded leather, +3 amulet of 
  natural armor) 
  hp 59 (10 HD)  
  Fort +12 Ref +13, Will +8; Evasion 
  Speed 30 ft. in +1 studded leather (6 squares), base 
  movement 30 ft. 
  Melee +1 longsword +10/+7  (1d8+2)  and 
   
  +1 shortsword +10/+7 (1d6+1)  or 
  Melee +1 longsword +14/+9 (1d8+3) or 
  Ranged +1 mighty composite longbow +14/+9  
  (1d8+2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +11  
  Atk Options Combat Reflexes, Favored Enemy: 
  Human (+4), Favored Enemy: Magical Beast (+2), 
  arrow mind 
  Combat Gear +1 studded leather,  +1 longsword, 
  +1mighty composite longbow [+2 Str], wand of cure 
  light wounds (50 charges), 20 arrows 
  Ranger Spells Prepared (CL 3rd): 
   2nd—barkskin�, bear`s endurance 
   1st— arrow mind, longstrider 
  �Already cast 
  Abilities Str 13, Dex 16, Con 14, Int 10, Wis 15, Cha 
  8SQ Wild Empathy (+9), Woodland Stride, Swift 
  Tracker 
  Feats Alertness, Combat Reflexes , Dodge, 
  EnduranceB, Improved Two-weapon fighting , 
  Quick Draw , TrackB, Two-Weapon FightingB 
  Skills Climb +8 , Concentration +10 , Handle Animal 
  +5 , Heal +11, Hide +9 , Jump +5, Listen +10 , 
  Move Silently +9 , Ride +9, Search +8, Spot +10 , 
  Survival +8  
  Possessions combat gear plus amulet of natural 
  armor +3, cloak of resistance +3, bag of trick (rust). 
  gloves of dexterity +4 
   
  AN I M AL  C O M P AN I O N  
   
  CR1 
  N Medium animal (wolf) 
  Init +2 ; Senses Listen +3 , Spot +3  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural armor) 
  hp 26 (4d8+8 HD)  
  Fort +6 Ref +7, Will +2 
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee bite +6  (1d6+2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options Trip 
  Abilities Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 
  SQ Scent, low light vision 
  Feats Track, Weapon Focus: Bite  
  Skills Jump + 4 , Listen + 4, Move Silently + 4, Spot + 
  3Survival + 1.  
   
  B R O T H E R  J U S TI N 
  CR  11 
  Male human cleric of Olidammara 11  
  CN Medium humanoid (human) 
  Init +3 ; Senses Listen +5 , Spot +5  
  Languages Common  
  AC 20, touch 9, flat-footed 20 
   (-1 Dex, +9 +1 full plate, +2 heavy steel shield) 
  hp 90 (11 HD) 
  Fort +13 Ref +6, Will +16 
  Speed 30 ft. in +1 full plate (4 squares), base 
  movement 30 ft. 
  Melee +1 light mace +10/+5 (1d8+2)  or 
  Ranged masterwork crossbow, light +9/+4  (1d8) 
  Space 5 ft.; Reach 5 ft. 
  URC7-02 Chasing the Darkness 
   
  Page 32 
  
  Base Atk +5 ; Grp +10  
  Atk Options castigate (DC 19), dismissal (DC 19), 
  hand of the faithful (DC 19), hold person (DC 17), 
  inflict light wounds, mass (DC 20), slay living (DC 
  20), sound burst (DC 17) 
  Special Attacks Rebuke undead 4x/day (+1, 2d6+12, 
  11th), spontaneous cast (inflict) 
  Combat Gear +1 full plate armor, heavy steel shield, 
  +1 mace, crossbow, light, 20 bolts  
  Cleric Spells Prepared (CL 11th): 
   6th—heal, wind walk D
   5th—inflict light wounds, mass (DC 20), slay living 
  (DC 20), stalwart pact�, tree stride D
   4th—castigate (DC 19), dismissal (DC 19), hand of 
  the faithful (DC 19), haste D, recitation 
   3rd—aid, mass, blindness/deafness (DC 18), blur 
  D, dispel magic, invisibility purge, magic vestment 
   2nd—bear`s endurance, close wounds, hold 
  person (DC 17), invisibility D, restoration, lesser, 
  sound burst (DC 17) 
   1st— less, entropic shield, expeditious retreat D, 
  cure light wounds, nimbus of light, obscuring 
  mist, shield of faith, summon monster I 
   0—cure minor wounds (3), detect magic, guidance, 
  light 
  D: Domain spell. Deity: Olidammara. Domains: 
  Celerity, Trickery  
  �Already cast 
  Abilities Str 13, Dex 8, Con 14, Int 10, Wis 21, Cha 
  12 
  Feats Augment Healing*, Domain Spontaneity 
  (celerity) , Improved Initiative Skill Focus 
  (concentration) Sudden Silent  
  Skills Concentration +15 , Diplomacy +8 , Heal +9 , 
  Listen +5  Knowledge (Religion) +8 Spot +5  
  Possessions combat gear plus brooch of shielding, 
  cloak of resistance +4, incense of meditation, 
  periapt of wisdom +4 
   
  R HE AN N A H I NG E 
  CR  11 
  Female human wizard 11  
  CN Medium human 
  Init +2 ; Senses Listen +1 , Spot +1  
  Languages Celestial, Common, Draconic 
  AC 16, touch 16, flat-footed 14 ; mage armor 
   (+2 Dex, +4 mage armor) 
  hp 78 (11 HD)  
  Fort +11 Ref +8 Will +11 
  Speed 30 ft. (6 squares), base movement 30 ft 
  Melee Quarterstaff +5 (1d6) or 
  Ranged Crossbow, light, Masterwork +8 (1d8 19-
  20/x2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5  
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear Quarterstaff, Crossbow, light, 
  Masterwork 
  Wizard Spells Prepared (CL 11th): 
  6—circle of death, ray of entropy 
  5—moonbow, night’s caress, prismatic ray 
  4—burning blood, enervation (x2), wither 
  3—bands of steel, dispel magic (x2), ray of 
  exhaustion, vampiric touch 
  2—blindness/deafness (x2), false life, ray of 
  sickness (x2), ray of weakness 
  1—backbiter, mage armor, magic missile, (x3), ray 
  of enfeeblement 
  0—electric jolt, launch bolt (2), touch of fatigue 
  �Already cast 
  Abilities Str 10, Dex 14, Con 20  Int 23 , Wis 12, Cha 
  8 
  SQ Raven Familiar, Scribe Scroll  
  Sudden Enlarge, Sudden Empower, Sudden Silent 
  Feats Point Blank Shot , Precise Shot, Scribe Scroll  
  Skill Focus (concentration) , Spell Focus 
  (necromancy) Sudden enlarge  
  Skills Appraise +20 , Concentration +21 , Decipher 
  Script +20 , Gather Information +6 ,Knowledge 
  (Arcana) +20 , Knowledge (Local - NMR) +20 
  ,Knowledge (The Planes) +20 , Listen +1 , Move 
  Silently +2 , Spellcraft +20 Spot +1  
  Possessions combat gear plus cloak of resistance 
  +3, amulet of heath +6, brooch of shielding, 
  headband of intellect +6 
  Spellbook spells prepared plus 0— acid splash, 
  amanuensis, arcane mark, caltrops, dancing 
  lights, daze, detect magic, detect poison, disrupt 
  undead, flare, ghost sound, launch Item, light, 
  mage hand, mending, message, open/close, 
  prestidigitation, ray of frost, read magic, repair 
  minor damage, repair minor damage, resistance, 
  silent portal, sonic snap, stick; 1— cause fear, 
  enlarge person, shield 
   
  4: FOLLOWING A PATH 
  L O L T H-T O UC HE D B AR B AR I AN  (3)   
   
   
  CR  13 
  Female drow barbarian 11 
  CE Medium elf (drow) 
  Init +3 ; Senses darkvison 120 ft.; Listen +13 , Spot 
  +6 , 
  Languages Common, Elven, Undercommon, Drow 
  Sign Language  
  AC 21, touch 13, flat-footed 18; +1 dodge 
   (+3 Dex, +4 +1 studded leather armor, +4 natural 
  amulet of natural armor +4,) 
   (+3 Dex, +3 armor, +4 natural) 
  hp 165 (11 HD)  
  DR 2/- 
  Immune fear, sleep 
  SR 22 
  Fort +11 Ref +6, Will +4; +2 against enchantment 
  spells and effects; +2 Will saves against spells and 
  spell-like effects 
  Weakness light blindness 
  Speed 40 ft. in +1 studded leather (8 squares), base 
  movement 40 ft 
  Melee +1 humanbane, keen, greataxe (brilliant blade) 
  +18/+13/+8   (1d12+6/crit 17-20/x3)  or 
  Ranged mighty composite longbow(+5 Str) +14/+9/+4  
  (1d8+5)  
  Space 5 ft.; Reach 5 ft. 
  URC7-02 Chasing the Darkness 
   
  Page 33 
  
  Base Atk +11; Grp +16  
  Attack Options poison (drow poison, DC  13, 
  unconsciousness 1 minute/unconsciousness 2d4 
  hours), Greater Rage,  
  Combat Gear +1 humanbane, keen, greataxe, mighty 
  composite longbow(+5 Str), +1 studded leather 
  armor, amulet of natural armor +4, potion cure 
  serious wounds (x2), potion enlarge person, potion 
  bulls strength 
  Spell-Like Abilities (CL 11th): 
   (1x/day)-dancing lights, darkness, faerie fire 
  �Already cast 
  Abilities Str 21 , Dex 16 , Con 19 , Int 12 , Wis 12 , 
  Cha 10 
  SQ Illiteracy, Trap Sense 
  Feats Combat Reflexes , Dodge , Fast MovementB, 
  Improved Critical: Greataxe Improved Uncanny 
  DodgeB, Powerful Charge Trap Sense +1B, 
  Uncanny DodgeB, Weapon Focus: Greataxe  
  Skills Balance +2 , Climb +18 , Escape Artist +2 , 
  Hide +6 , Intimidate +14, Jump +19 , Listen +13 , 
  Move Silently +6 , Search +3 , Spot +6 , Survival 
  +1, Swim +4  
  Possessions combat gear plus climbing kit, 2 doses 
  drow poison, potion enlarge person, potion bull 
  strength
  Power Up Suite (enlarged and bull strength) 
  AC 18, touch 11, flat-footed 18 
   (-1 size, +2 Dex, +3 armor, +4 natural) 
  Melee +1 humanbane, keen, greataxe +19/+14/+9  
  (1d12+10/crit 19-20/x3) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 25, Dex 14 
  Power Up Suite (enlarged, bull strength, and rage) 
  hp 198 
  AC 16, touch 12, flat-footed 16 
   (-1 size, +2 Dex, +3 armor, +4 natural, -2 rage) 
  Fort +15, Will +6  
  Melee mwk greataxe +14 (1d12+11/19-20x2) 
  Space 10 ft.; Reach 10 ft. 
  Abilities Str 31, Dex 14, Con 29 
   
  P R I E S T E S S  O F  L O L T H 
  CR  15 
  Female drow cleric 14 
  CE Medium elf (drow) 
  nit +4 ; Senses darkvision 120 ft., Listen +6 , Spot +6  
  Languages Common, Elven, Undercommon, Drow 
  Sign Language 
  AC 26, touch 14, flat-footed 26 
   (+0 Dex, +9 +1 mithral full plate, +3 +1 mithral 
  heavy steel shield, +4 deflection ring of protection 
  +4) 
  hp 113 (12 HD); stalwart pact 
  Immune sleep 
  SR 25 
  Fort +10, Ref +4, Will +15; +2 against enchantment 
  spells and effects; +2 Will saves against spells and 
  spell-like effects 
  Weakness light blindness 
  Speed 20 ft. in +1 mithral full plate (4 squares), base 
  movement 30 ft 
  Melee +1 light mace +12/+7  (1d8+2, plus infernal 
  wound) or 
  Ranged light crossbow +10  (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +12  
  Attack Options Smite Good (+4 attack, +14 
  damage), blindness/deafness (DC 20), castigate 
  (DC 21), Clutch of Orcus (enervate spell) (DC 22), 
  confusion D(DC 21), contagion D(DC 20disintegrate 
  D (DC 23), harm D(DC 23), inflict light wounds 
  (enervate spell) (DC 20),  inflict light wounds, mass 
  D(DC 22), inflict moderate wounds (enervate spell) 
  (DC 21) moon bolt (enervate spell) (DC 23), poison 
  (drow poison, DC  13, unconsciousness 1 
  minute/unconsciousness 2d4 hours) 
  Special Actions Rebuke undead x/day (+4, 2d6+18, 
  14th), spontaneous cast (inflict) 
  Combat Gear +1mithral full plate armor, +1 mithral 
  heavy steel shield, +1 mace, light crossbow, bolts 
  (20) 
  Cleric Spells Prepared (CL 14th):  
  7th — brilliant blades (3) �, disintegrate D (DC 23) 
  6th—cure moderate wounds, mass, dispel magic, 
  greater, harm D(DC 23), moon bolt (enervate 
  spell) (DC 23), spider plague 
  5th—Clutch of Orcus (enervate spell) (DC 22), cure 
  light wounds, mass, dispel good, inflict light 
  wounds, mass D(DC 22), stalwart pact� 
  4th—castigate (DC 21), confusion D(DC 21), cure 
  critical wounds, freedom of movement, giant 
  vermin, inflict moderate wounds (enervate spell) 
  (DC 21) 
   
  3rd—aid, 
  mass, 
  blindness/deafness 
  (DC 
  20), 
  contagion D(DC 20), dispel magic, inflict light 
  wounds (enervate spell) (DC 20), invisibility 
  purge  
  2nd—cure moderate wounds, deific vengeance, 
  frost breath (DC 19), hold person(DC 19), infernal 
  wound, inky cloud, invisibility D, resist energy 
  1st—cure light wounds (2), deathwatch, inflict light 
  wounds D(DC 18), magic weapon, obscuring mist, 
  protection from good, shield of faith  
  0—cure minor wounds (3), detect magic, read 
  magic, resistance 
  D: Domain spell. Deity: Lolth. Domains: Destruction, 
  Trickery  
  Spell—Like Abilities (CL 14th): 
   (1x/day)—dancing lights, darkness, faerie fire 
  �Already cast 
  Abilities Str 14 , Dex 10 , Con 12 , Int 12 , Wis 23 
  Cha 18  
  SQ Able to notice secret or concealed doors 
  Feats Augment Healing* , Domain Spontaneity 
  Enervate Spell , Improved Initiative , Skill Focus 
  (concentration)  
  Skills. Concentration +20 , Heal +18 , Knowledge 
  (arcane) +10 , Knowledge (planes) +7 , Listen +6 
  Spellcraft +8 Spot +6 
  Possessions combat gear plus Cloak of Charisma 
  +4; Periapt of Wisdom +6 
   
  URC7-02 Chasing the Darkness 
   
  Page 34 
  
  7: QUEEN OF THE SPIDERS 
  Y O C H L O L 
  CR  8 
  Always CE Medium Outsider (chaotic, evil, 
  extraplanar, shapechanger) 
  Init +6 ; Senses darkvision 60ft, Listen +15 , Spot 
  +15  
  Languages Abyssal, Common, Drow Sign Language, 
  Undercommon; telepathy 100ft. 
  AC 21, touch 21, flat-footed 15 ; Combat Expertise 
   (+6 Dex, +5 deflection) 
  hp 95 (10 HD); DR 10/good  
  Immune to acid, electricity, mind-affecting spells and 
  effects, poison 
  Resist cold 10, fire 10; SR 19 
  Fort +12, Ref +13, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 8 tendrils +16  (1d4+4) 
  Space 5 ft.; Reach 6 ft. 
  Base Atk +10; Grp +14  
  Atk Options Combat Expertise, detect thoughts (DC 
  17), dominate person (DC 16), web (DC 17) 
  Spell-Like Abilities (CL 10th): 
  At Will – detect thoughts (DC 17), dominate person 
  (DC 16), darkness, desecrate, greater teleport 
  (self plus 50 pounds of objects only), spider 
  climb, stone shape, web (DC 17) 
  Abilities Str 19, Dex 22, Con 20, Int 18, Wis 15, Cha 
  20 
  SQ Lolth’s favor, mind blank, rapid shapeshifter 
  Feats Combat Casting, Combat Expertise, Exotic 
  Weapon Proficiency (hand crossbow)(b), 
  Persuasive, Weapon Finesse 
  Skills Bluff +20 , Concentration +18, Diplomacy +22 , 
  Hide +19, Intimidate +22, Knowledge (Arcana) 
  +17, Knowledge (religion) +17, Knowledge (the 
  planes) +17, Listen +15 , Move Silently +19 , 
  Sense Motive +15 , Spot +15  
  Advancement by PC class; Favored Class Bard, 
  see text 
  Gaseous Form (Su) A  yochlol can assume gaseous 
  form, appearing as a rolling cloud of oily green 
  smoke. In this form, a yochlol’s statistics does not 
  change, although it is treated as if under the effects 
  of a gaseous form spell that cannot be dispelled. A 
  gaseous yochlol can use contact other planes at 
  will as an additional spell-like ability. Any creature 
  sharing the same square as a gaseous yochlol at 
  the end of the creature’s turn is affected as if by a 
  stinking cloud spell (DC 20 Fort save negates.) The 
  save DC  is Constitution-based. 
  Humanoid form (Su) A yochlol can assume the form 
  of a hauntingly beautiful human or elf (usually 
  drow) woman. It has only little flexibility in altering 
  its specific appearance, and as a result can’t use 
  this ability to disguise itself as a specific individual. 
   
  Yochlols are nude when they initially assume 
  humanoid form, so they often wait to assume this 
  form until they have equipment and weapons 
  ready. Yochlol in humanoid form cannot make 
  tendrils attacks. They usually wear +2 mithral 
  chainmail (AC26, touch 18, flatfooted 22). Yochlols 
  are proficient with all simple and martial weapons, 
  but they prefer to use weapons such as rapiers to 
  take advantage of Weapon Finesse. 
  Lolth’s Favor (Su) As a handmaiden of Lolth, a 
  yochlol receives the spider queen’s favor in the 
  form of a Deflection bonus to its Armor Class equal 
  to its Charisma bonus. It does not retain this bonus 
  while in humanoid form, but it does in gaseous or 
  spider forms. 
  Mind Blank (Su) A yochlol is protected at all times by 
  the equivalent of a mind blank spell. This effect 
  cannot be dispelled. 
  Rapid Shapeshifter (Su) A yochlol can shift between 
  its four forms with astounding speed. Changing 
  shape is a swift action that a yochlol can perform 
  as often as once per round. 
  Spider Form (Su) A yochlol can assume spider form, 
  appearing as a medium monstrous black widow 
  spider. It retains all of its base statistics but gains a 
  climb speed of 30 feet. It looses its tendril attacks 
  but gains a bite attack (+16 melee, 1d6+6 plus 
  poison [DC 20, 1d6 Con/2d6Con]) The poison save 
  DC  is Constitution-based. 
  URC7-02 Chasing the Darkness 
   
  Page 35 
  
  APPENDIX 2: THE DEMONWEB 
  FROM  THE FIENDISH CODEX I HORDES 
  OF THE ABYSS: 
  Layer Number: 66 
  Ruler: Lolth 
  Traits: No gravity (outside Lolth’s web), infinite 
  Some Abyssal layers are the realms of demon 
  lord, and others are the realms of the gods. The 
  Spider Queen Lolth is a demon that became a 
  god, and her infinite realm is the nexus of some 
  of the most nefarious plots in the Abyss. Lolth 
  seeks to expand her realm by drawing worlds of 
  the Prime Material into her cosmic Demonweb, 
  gaining additional power with each conquest. 
  The Demon Queen of Spiders coverts the status 
  of the most powerful gods and seeks to achieve 
  their station through treachery, deceit and 
  murder. 
   
  The Demonweb takes the form of an 
  immense network of overlapping 20—feet wide 
  floors of polished stone, each about three inches 
  thick. Examination of the pathways reveals a 
  subtle movement in the apparently natural 
  patterns upon the stone, which constantly shift 
  to form the twisted bodies and faces of 
  condemned souls. Curved walls of stick webbing 
  surround the pathways, creating tube—like 
  corridors. The webbing is only slightly adhesive 
  – enough to feel strange but not enough to 
  hinder movement. Climbing the web passage 
  requires a DC 10 Climb check. The webbing is 
  immune to fire, cold, and electricity; has 
  hardness 10 and 20 hit points per 5—foot 
  section. 
   
  A billowing infinity of putrid gray clouds 
  suffuses the layer beyond the web tunnels. PCs 
  that venture into the cloud must succeed on a 
  DC 22 Fortitude save to resist being drawn 
  forever into the chaos of the Abyss. Far beneath 
  Lolth’s web lie the dreaded Demonweb Pits. 
   
  Here and there solid metal doors lead off 
  from a pathway, apparently into the fog. These 
  portals in fact lead to a variety of demiplanes 
  and Material Plane worlds that figure into Lolth’s 
  political and military schemes. Many of these 
  worlds have been utterly defeated by Lolth’s 
  minions and swarm with dark elves, demons and 
  other 
  servants 
  of 
  the 
  Queen 
  of 
  the 
  Demonwebpits. 
   
  In the Demonweb, evil or chaotic spells 
  functions as if cast by a caster of twice the 
  normal level. Web spells spread out to fill twice 
  the area they normally would. The save DC  of 
  the poison spell increases by 3. Spider climb 
  lasts twice as long, as does any spell that 
  summons any kind of vermin. Evil creatures heal 
  naturally at twice the normal rate. 
   
  Within the Demonweb, teleportation is 
  utterly impossible, blocked by Lolth’s divine will. 
  Certain of her most favored agents retain 
  specially cursed geometric sculptures that allow 
  instant travel to and from specific locations in the 
  Demonweb. Common keys, in order of rarity and 
  value include iron pyramids, silver spheres, 
  eight—pointed bronze stars and pale blue 
  crystal cubes. 
   
  Adventurers in the Demonweb must avoid 
  the drow patrols that sweep the passageways as 
  well as the demons and arachnid horrors that do 
  Lolth’s bidding. The numerous metal doors 
  leading to other worlds bear no markings 
  whatsoever, and trial and error remains the best 
  means of exploration without native cooperation. 
  In extreme rare cases, a persuasive PC might 
  convince one of Lolth’s servants to betray 
  another, but none will ever betray the will of their 
  beloved demon queen. 
  DENIZENS 
  Most permanent residents of the Demonweb are 
  drow worshippers of Lolth, powerful and 
  arrogant clerics who live to fulfill the dark whims 
  of their goddess. These agents defend the layer 
  from intruders and act as facilitators of Lolth’s 
  ambitions upon the worlds linked to her web. 
  The Spider Queen’s inner circle of advisors and 
  agents commands respect in diverse Material 
  Plane locales and each member considers itself 
  a major player in the politics of the Outer Planes. 
   
  Lolth favor personal breeds of demons such 
  as the Yochlol to the general kinds found on 
  other layers, and these “handmaiden” of her 
  divine will outrank even more powerful demons 
  like balors and nalfashnee bound to the Spider 
  Queen, much to their chagrin. 
   
  URC7-02 Chasing the Darkness 
   
  Page 36 
  
  APPENDIX 3: RULES ITEMS 
  FEATS 
  Augment Healing* 
  Prerequisite: Heal 4 ranks 
  Benefit: Add +2 points per spell level to the amount of 
  damage healed by any Conjuration [Healing] spell that 
  you cast. 
   
  For example, a 1st—level cleric with this feat 
  casting cure light wounds would restore 1d8+3 hp. An 
  8th—level cleric with the Healing domain and this feat 
  casting cure moderate wounds would restore 2d8+13 hp 
  (9 for his caster level including the +1 caster level 
  bonus for the Healing domain, + 4 for the feat). A 
  13th—level druid casting heal would restore 144 hp 
  (130 for her caster level + 14 for the feat, since heal is a 
  7th—level druid spell). 
   
  Source: Complete Divine, p.79 
  Domain Spontaneity [Divine] 
  You are so familiar with one of your domains that you 
  can convert other prepared spells into spells from that 
  domain. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: Each time you take this feat, choose a 
  domain that you have access to. You may now convert 
  prepared divine spells into any spell from that domain. 
  You expend a spell of equal or higher level, as well as 
  expending one of your daily turn undead attempts. 
  This works just as good clerics spontaneously cast 
  prepared spells as cure spells. 
   
  Special: You can take this feat multiple times. 
  Each time you take the feat, it applies to a new domain. 
   
  Source: Complete Divine, p.80 
  Enervate Spell [Metamagic] 
  Your spells channel negative energy to deal extra 
  damage to living creatures, but are less effective against 
  unliving opponents. 
   
  Prerequisites: Nongood alignment must not have 
  the ability to turn undead. 
   
  Benefit: Your spells are infused with negative 
  energy. An enervated spell deals an extra 50% damage 
  to living creatures, but deals 50% less damage to 
  constructs, undead, and objects. An enervated spell 
  uses up a spell slot two levels higher than the spell’s 
  actual level. 
  Special: A PC who has the ability to channel positive 
  energy to turn undead cannot select this feat. 
   
  Source: Libris Mortis,  p.26 
   
  Improved Toughness 
  You are significantly tougher than normal 
   
  Prerequisite: Base Fortitude Save Bonus +2 
   
  Benefit: You gain a number of hit pints equal to 
  your current Hit Dice. Each time you gain a Hid Die 
  (such as by gaining a level), you gain 1 additional hit 
  point. If you lose a Hit Die (such as by losing a level), 
  you lose 1 hit point permanently. 
   
  Source: Libris Mortis, p.27 
  Sudden Silent 
  Once per day you can cast a spell silently without 
  preparation 
   
  Benefits: Once per day you can apply the Silent 
  Spell feat to any spell you can cast without increasing 
  the level of the spell or specially preparing it ahead of 
  time. You can still use the Silent Spell normally if you 
  have it. 
   
  Source: Miniatures Handbook, p.28 
  Powerful Charge  
  You can charge with extra force. 
   
  Prerequisites: Medium or larger, base attack 
  bonus +1. 
   
  Benefits: When you charge, if your melee attack 
  hits, it deals an extra 1d8 points of damage (if you’re 
  medium). For Larger creatures, the extra damage is 2d6; 
  for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 
  6d6. 
   
  This feat works only when you make a charge. It 
  does not work when you’re mounted. If you have the 
  ability to make multiple attacks on a charge, you may 
  only apply this extra damage to only one of those 
  attacks in a round. 
   
  Special: A fighter may select Powerful Charge as 
  one of his fighter bonus feats. 
   
  Source: Miniatures Handbook, p.27 
   
  SPELLS 
  WITHER (Sandstorm) 
  Necromancy 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: I standard action 
  Range: Medium (100 ft.+ 10 ft./level) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
   
  This spell drains moisture from the body of a 
  living creature. The target takes 1d6 points of 
  dessication damage per caster level (maximum Lod6) 
  and is dehydrated (see page is). A creature that makes a 
  successful Fortitude save takes half damage and is not 
  dehydrated. A plant or elemental of the water subtype 
  URC7-02 Chasing the Darkness 
   
  Page 37 
  
  instead takes 1dB points of desiccation damage per 
  caster level (maximum 15dB). 
  Material Component: A pinch of powdered bone. 
   
  Source: Sandstorm, p.128 
   
  CREATURES – TEMPLATES   
  Lolth—Touched Creature  
  Lolth-touched” is an acquired template that can be 
  added to any non-good, non-lawful, corporeal living 
  creature referred to hereafter as the base creature). 
   
  Challenge Rating: Same as the base creature +1. 
   
  Alignment: The creature’s alignment changes to 
  chaotic evil. 
   
  Abilities: Increase from the base creature as 
  follows: Str +6, Con +6. 
   
  Skills: A Lolth—touched creature gains a +4 racial 
  bonus on Hide and Move Silently checks. 
   
  Special Qualities: A Lolth—touched creature has 
  all the special qualities of the base creature, plus the 
  following special quality. 
   
  Fearless (Ex): Lolth—touched creatures have 
  immunity to all fear effects. 
   
  Level Adjustment: Same as the base creature +1 
   
  Source: Monster Manual IV, pp.93-94 
  URC7-02 Chasing the Darkness 
   
  Page 38 
  
  APPENDIX FOUR: PATHS OF CHOICE 
   
   
   
  URC7-02 Chasing the Darkness 
   
  Page 39 
   
  
   APPENDIX SIX: SHADOWWICK 
   
   
  URC7-02 Chasing the Darkness 
   
  Page 40 
  
  APPENDIX SEVEN: LOLTH’S PRISON 
   
   
  URC7-02 Chasing the Darkness 
   
  Page 41 
  
   PLAYER HANDOUT 1:  
  AN OFFER FROM THE VIPERS 
   
  You feel a slight tug on your pocket and an added weight to it. If you reach into your pocket, you will find a 
  note and a bag of gold. 
   
  The note reads:  
   
   It really is too cold for this; 
  however, we figured you could use some 
  coin. We have a package we need to 
  move out of the County and you seem 
  like just the type to carry it for us. 
   If you are interested, meet me at the 
  town stables. 
   
  (This note is signed with the insignia of the Viper’s Rogue’s Guild based out of Brotton.) 
   
   
  Once you arrive, you are met by a non-descript man. 
   
  “I’m glad to see you are the type of person that I thought you were. I have a proposal for you and an offer 
  of good payment if you accept.” 
   
  The man leans back against an unoccupied stall and looks furtively around before continuing. “I am 
  certain; however, that you would like to know the details before you agree.” 
   
  “You see, I have a package that needs to be escorted to the border just past the Fennelmore swamp. 
  This is a sensitive transaction and before I go on, I need to know if you are willing to be the escort.” 
   
  URC7-02 Chasing the Darkness 
   
  Page 42 
  
  PLAYER HANDOUT 2:  
  CONTACTED BY THE UNDERLEY NETWORK 
   
  As you enter town, you catch sight of a non-descript man standing across the square. It is not the looks of 
  the man that drew your attention; however, but the signals he is making with his hands and body 
  language. 
   
  You recognize these signals as those of the Underley Network and he is asking you to step around 
  the building for a few moments. 
   
  You meet your mysterious contact behind the Stinging Nettle. As you round the corner and step into 
  even deeper darkness, you hear a soft voice say, “Greetings, I am so glad that you have chosen to 
  answer the call of your County in this situation.” 
   
  As you look closer, you see a small human male dressed in black and wearing the coat of arms of the 
  Underley House emblazoned on the breast of his jacket. 
   
  “I apologize for this manner of meeting, but there are eyes and ears everywhere; we do not want 
  them to become aware of what is happening. The Underley Network and Lord Underley himself require 
  your assistance in catching a state criminal before he manages to escape from the County.” 
  URC7-02 Chasing the Darkness 
   
  Page 43 
  
   
  PLAYER HANDOUT 3: ORDERS  
   
    
  A woman dressed as a Knight of the Swan spots you as you enter town, and walks directly toward 
  you. 
   
  Saluting you, she the then addresses you “Greetings, I am here at the behest of Sir Karl Whittenbock. 
  He has a mission for you.” 
   
  That said, the page hands a sealed package to you and walks away… The note reads: 
   
  The Knights of the Swan have received word that an 
  enemy of the County is being smuggled out towards 
  the south. 
   We require your assistance in discovering where this 
  person is going and who this person is. Come 
  immediately to the home of Sir Hewlin Torquann in 
  Hardwyn for further instructions. 
   
  Sir Karl Whittenbock, 
  Knight Paragon 
   
  You arrive, as expected, at Sir Hewlin’s manor house and are shown to a sparsely furnished room with a 
  large desk sitting in the midst of it. Seated behind the desk is a young man with sandy hair and dressed in 
  the livery of the Knights of the Swan. 
   
  Rising as you enter, he greets you all with a wide smile. “Thank you for being so prompt. I will not 
  waste your time, so let me get right to the heart of the matter. Some time ago it was discovered that an 
  agent working against the crown was preparing to move from the County. We want him caught at all costs 
  and brought to justice. Sir Whittenbock has called upon you to complete this mission for us.” His 
  demeanor grows serious, “I must stress that this is of the utmost importance.” 
  URC7-02 Chasing the Darkness 
   
  Page 44 
  
  PLAYER HANDOUT 4: A SUSPICIOUS NOTE 
   
  The note found in the desk in Lady Yarne’s bedroom is written in Undercommon (DC  20 Decipher 
  Script). 
   
  Transport will be ready at the assigned 
  time and will meet you at Shadowwick at 
  the full moon. 
  URC7-02 Chasing the Darkness 
   
  Page 45 
  
  PLAYER HANDOUT 5: THE DEMONWEB
  URC7-02 Chasing the Darkness 
   
  Page 46 
  
  FROM  THE FIENDISH CODEX I HORDES 
  OF THE ABYSS: 
  Layer Number: 66 
  Ruler: Lolth 
  Traits: No gravity (outside Lolth’s web), infinite 
  Some Abyssal layers are the realms of demon 
  lord, and others are the realms of the gods. The 
  Spider Queen Lolth is a demon that became a 
  god, and her infinite realm is the nexus of some of 
  the most nefarious plots in the Abyss. Lolth seeks 
  to expand her realm by drawing worlds of the 
  Prime Material into her cosmic Demonweb, 
  gaining additional power with each conquest. The 
  Demon Queen of Spiders coverts the status of the 
  most powerful gods and seeks to achieve their 
  station through treachery, deceit and murder. 
   
  The Demonweb takes the form of an immense 
  network of overlapping 20—feet wide floors of 
  polished stone, each about three inches thick. 
  Examination of the pathways reveals a subtle 
  movement in the apparently natural patterns upon 
  the stone, which constantly shift to form the 
  twisted bodies and faces of condemned souls. 
  Curved walls of stick webbing surround the 
  pathways, creating tube—like corridors. The 
  webbing is only slightly adhesive – enough to feel 
  strange but not enough to hinder movement. 
  A 
  billowing infinity of putrid gray clouds suffuses the 
  layer beyond the web tunnels. PCs that venture 
  into the cloud must may be drawn forever into the 
  chaos of the Abyss. Far beneath Lolth’s web lie 
  the dreaded Demonweb Pits. 
   
  Here and there solid metal doors lead off from 
  a pathway, apparently into the fog. These portals 
  in fact lead to a variety of demi-planes and 
  Material Plane worlds that figure into Lolth’s 
  political and military schemes. Many of these 
  worlds have been utterly defeated by Lolth’s 
  minions and swarm with dark elves, demons and 
  other servants of the Queen of the Demonweb 
  pits. 
   
  Within the Demonweb, teleportation is utterly 
  impossible, blocked by Lolth’s divine will. Certain 
  of her most favored agents retain specially cursed 
  geometric sculptures that allow instant travel to 
  and from specific locations in the Demonweb. 
  Common keys, in order of rarity and value include 
  iron pyramids, silver spheres, eight—pointed 
  bronze stars and pale blue crystal cubes. 
   
  Adventurers in the Demonweb must avoid the 
  drow patrols that sweep the passageways as well 
  as the demons and arachnid horrors that do 
  Lolth’s bidding. The numerous metal doors leading 
  to other worlds bear no markings whatsoever, and 
  trial and error remains the best means of 
  exploration without native cooperation. In extreme 
  rare cases, a persuasive PC might convince one 
  of Lolth’s servants to betray another, but none will 
  ever betray the will of their beloved demon queen. 
  DENIZENS 
  Most permanent residents of the Demonweb are 
  drow worshippers of Lolth, powerful and arrogant 
  clerics who live to fulfill the dark whims of their 
  goddess. These agents defend the layer from 
  intruders and act as facilitators of Lolth’s ambitions 
  upon the worlds linked to her web. The Spider 
  Queen’s inner circle of advisors and agents 
  commands respect in diverse Material Plane 
  locales and each member considers itself a major 
  player in the politics of the Outer Planes. 
   
  Lolth favor personal breeds of demons such 
  as the yochlol to the general kinds found on other 
  layers, and these “handmaiden” of her divine will 
  outrank even more powerful demons like balors 
  and nalfashnee bound to the Spider Queen, much 
  to their chagrin. 
  URC7-02 Chasing the Darkness 
   
  Page 1 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/597/Normal Scenarios/URC7-02 - Chasing the Darkness (APL 6-14)/URC7-02 - Chasing the Darkness.pdf