TEXT: Supplement for Encounter 1-3 Part 1: Finding the Hidden Chambers Challenge 
   
  The skill challenge may run smoother if you organize it according to scenes. Not all skills are appropriate at all times. The 
  following suggestions may be helpful.  
   
  Scene 1: Deciding a Course 
  Read the boxed text, then allow the PCs the opportunity to consider what to do next. They may have questions, some of 
  which could use the knowledge checks on page 5. In particular, they may recall that Downshadow is a community of 
  “temporarily impoverished” and shifty adventurers. 
   
  PCs can choose to contact the denizens of Downshadow or to continue on their own. The skill challenge assumes that the 
  PCs will try both scenes, but you should either consider dropping success limits on dungeoneering if the PCs skip scene 2 
  or hint towards taking on scene 2.  
   
  PCs may also make an Insight check as detailed in this encounter, allowing the use of Streetwise. PCs may try History 
  or Arcana as described on page 19. These work best in Scene 3, so you may wish to tell them they can use the skills 
  when exploring Undermountain.  
   
  Scene 2: Downshadow 
  If the PC’s decide to go to Downshadow, and have not thought to use Streetwise, it is probably best to prompt them for 
  this, perhaps as they face a series of staring faces – some feign or show disinterest, others seem helpful, some seem to 
  stare at the PCs like they are easy pickings. Insight starts off the social part of the challenge.  
   
  Skills: 
  1. Insight: Not critical, but paves the way for Streetwise. No success. Portray a good roll as providing a good read, 
  showing several groups to be dangerous or false and others as approachable. To give some depth, an area to 
  one side of the cavern serves as a tavern, with two twin half-elven women serving some sort of mulled wine from 
  a huge pot. They seem amicable enough, often talking to two groups. A half-orc with a minotaur bodygaurd 
  discusses business with several humans and a halfling. Another group is composed of a dragonborn that has a 
  noble bearing and is discussing current events with several humans.   
  2. Streetwise: The PCs can approach either or all groups. With success they get a little information which confirms 
  that the place is abuzz with talk of the lost chamber and many groups seeking it. The dragonborn is frank an 
  earnest, but wants to read them and see if they are worth helping (or fearsome enough to need to help). The half-
  orc is roguish, but willing to help under the right circumstances. Streetwise counts as a success.  
  3. Diplomacy or Intimidate can be used to generate a success, learning more about the rumors and possible 
  location. Rumors can include something specific, such as “Northwest, look for a burn mark outlining a body, then 
  head south, through the Hall of the Sleeping Kings… but beware, there are undead there.”  
   
  Scene 3: Exploring Undermountain 
  PCs may choose to explore, either before or instead of Scene 2. Dungeoneering is the core skill, but results in having to 
  make another skill. In addition, Set-up skills may be used before Dungeoneering. 
   
  If you wish to use a map, this one appears in the Undermountain boxed set. The Entry Well is where the PCs start from 
  the Yawning Portal. 
   
  
  A loose sketch of the above is probably best. You could always crease the paper, yellow it with lemon juice, burn the 
  edges… 
   
  Set-up skills: Arcana, History 
  Core skill: Dungeoneering (once resolved, use a resulting skill, weaving a story about where Dungeoneering has led 
  them. Use the Undermountain Sites side-bar to explain this. Ideally, come up with a few ideas beforehand. The 
  Undermountain boxed set can be fun for this.)  
  Resulting skills: Endurance, Stealth, or Thievery, may be used. You may wish to present a situation, then use a skill 
  based on what PCs describe. For example, “The multi-armed Otyugh lashes out in fury – you are certain you could 
  withstand such a beast for long… what do you do?” Or, “A ring of sunken stone cuts across the room and you detect the 
  smell of sulfur. Surely some trap must lie here. As you carefully move in, a liquid pours into the stone ring and it bursts 
  into flames as tall as a human. What do you do?” 
   
   
  Scene 4: Combat 
  The encounter provides an optional combat if they fail the first part of the skill challenge. It can also be run if there is time, 
  providing bonus XP.  
   
  Of the described combats, some ideas (I like the first and last the best): 
   
  Skeleton and Decrepit Skeletons: 
  This works best if you place some of the Decrepits at range. You can make it harder by placing most of them at range 
  behind cover with some intervening terrain that forces a climb check, swinging from rope, balancing on narrow beams, 
  etc.  
   
  The map below is one idea. In this encounter, the PCs start at the bottom, having found three trap doors in the floor. They 
  descend 20’ onto this map, and may place themselves anywhere next to or on the ladders. They see a sewer surrounding 
  a central area. The central area has a small border, then a 10’ (2 square) high raised laboratory. Three ladders lead up to 
  the laboratory. Several skeletons wearing torn robes move amongst the tables and shelves in the laboratory, carrying 
  beakers, torn scrolls, and alchemical equipment. They appear to be in the middle of research… until they see the PCs. 
  Initiative is rolled. The PCs can choose to jump or take some of the bridges across (balance needed on the narrow ones), 
  can climb the wall (DC12) or climb the ladders (no chance of failure), and meanwhile are pelted by the Decrepit Skeleton 
  archers from behind cover. The Skeleton takes cover as well, and then moves to repel any trying to climb a ladder. For 
  added fun, the skeletons can take a minor action to teleport between any of the blue areas. Once they see this, PCs can 
  make an arcana check (DC 10) to do the same.  
   
  If the encounter is being run due to a skill challenge failure, the ancient documents can include a clue that sets them back 
  on track.  
   
  
   
   
  Decrepit Skeleton 
  Level 1 Minion 
  Medium natural animate 
  XP 25 
  Initiative +3 
   
  Senses Perception +2; darkvision 
  HP 1; a missed attack never damages a minion. 
  AC 16; Fortitude 13; Reflex 14; Will 13 
  Immune disease; poison 
  Speed 6  
  m Longsword (standard; at-will) • Weapon 
  +6 vs AC; 4 damage 
  r Shortbow (standard; at-will) • Weapon 
  Ranged 15/30; +6 vs AC; 3 damage 
  Alignment Unaligned 
  Languages — 
  Str 15 (+2) 
  Dex 17 (+3) 
  Wis 14 (+2) 
  Con 13 (+1) 
  Int 3 (–4) 
  Cha 3 (–4) 
  Equipment Heavy Shield, Longsword, Shortbow, Arrows (30) 
   
   
   
   
   
   
   
  Skeleton 
  Level 3 Soldier 
  Medium natural animate 
  XP 150 
  Initiative +6 
   
  Senses Perception +3; darkvision 
  HP 45; Bloodied 22 
  AC 18; Fortitude 15; Reflex 16; Will 15 
  Immune disease; poison; Resist 10 necrotic; Vulnerable 5 radiant 
  Speed 5  
  m Longsword (standard; at-will) • Weapon 
  +10 vs AC; 1d8 + 2 damage, and the target is marked until the end 
  of the skeleton warrior’s next turn; see also speed of the dead 
   Speed of the Dead  
  When making an opportunity attack, the skeleton warrior gains a 
  +2 bonus to the attack roll and deals an extra 1d6 damage. 
  Alignment Unaligned 
  Languages — 
  Str 15 (+3) 
  Dex 17 (+4) 
  Wis 14 (+3) 
  Con 13 (+2) 
  Int 3 (–3) 
  Cha 3 (–3) 
  Equipment Chainmail, Heavy Shield, Longsword 
   
   
  
  Fire Beetles and Stirge 
  The Fire Beetles are brutes and should charge in from two directions (front and one flank), while the Stirge should come 
  from behind (starting hidden) and attacking a weaker foe in the rear ranks. Keep in mind the Fire Beetle’s blast would 
  harm the Stirge. This can be a difficult encounter, so consider terrain the PCs can use to hide behind or flee the blasts. A 
  pool of water could be nearby, allowing PCs to halve the damage they take.  
   
  Stirge 
  Level 1 Lurker 
  Small natural beast 
  XP 100 
  Initiative +7 
   
  Senses Perception +0; darkvision 
  HP 22; Bloodied 11 
  AC 15; Fortitude 12; Reflex 13; Will 10 
  Speed 2 , Fly 6 (hover) 
  m Bite (standard; at-will)  
  +6 vs AC; 1d4 damage, and the target is grabbed (until 
  escape) and takes ongoing 5 damage until it escapes. An 
  attached stirge doesn’t make attack rolls while grabbing a target 
  and gains a +5 bonus to its AC and Reflex defenses 
  Alignment Unaligned 
  Languages — 
  Skills Stealth +8 
  Str 8 (–1) 
  Dex 16 (+3) 
  Wis 10 (+0) 
  Con 10 (+0) 
  Int 1 (–5) 
  Cha 4 (–3) 
   
   
   
  Fire Beetle 
  Level 1 Brute 
  Small natural beast 
  XP 100 
  Initiative +1 
   
  Senses Perception +0 
  HP 32; Bloodied 16 
  AC 13; Fortitude 13; Reflex 12; Will 11 
  Resist 10 fire 
  Speed 6  
  m Bite (standard; at-will)  
  +5 vs AC; 2d4 + 2 damage 
  C Fire Spray (standard; recharge 5 6) • Fire 
  Close blast 3; +4 vs Reflex; 3d6 fire damage 
  Alignment Unaligned 
  Languages — 
  Str 14 (+2) 
  Dex 12 (+1) 
  Wis 10 (+0) 
  Con 12 (+1) 
  Int 1 (–5) 
  Cha 8 (–1) 
   
   
  Goblins and Drake 
  Drakes are some of the toughest low-level monsters, having a very strong basic attack when near allies. The goblins 
  make this fun, however. Consider having the Cutters up high, then swing down on ropes to encircle the party. The Warrior 
  acts as a ranged boss, calling tactics from afar. The Guard Drake wades in to tackle anything it can, moving to stay near 
  an ally.  This works best with some high ground for the Warrior, perhaps requiring a climb to reach him.  
   
  Guard Drake 
  Level 2 Brute 
  Small natural beast 
  XP 125 
  Initiative +3 
   
  Senses Perception +7 
  HP 48; Bloodied 24 
  AC 15; Fortitude 15; Reflex 13; Will 12 
  Immune fear (while within 2 squares of an ally) 
  Speed 6  
  m Bite (standard; at-will)  
  +6 vs AC; 1d10 + 3 damage, or 1d10 + 9 damage while within 2 
  squares of an ally 
  Alignment Unaligned 
  Languages — 
  Str 16 (+4) 
  Dex 15 (+3) 
  Wis 12 (+2) 
  Con 18 (+5) 
  Int 3 (–3) 
  Cha 12 (+2) 
   
  Goblin Cutter 
  Level 1 Minion Skirmisher 
  Small natural humanoid 
  XP 25 
  Initiative +5 
   
  Senses Perception +1; low-light vision 
  HP 1; a missed attack never damages a minion. 
  AC 16; Fortitude 12; Reflex 14; Will 11 
  Speed 6  
  m Short Sword (standard; at-will) • Weapon 
  +5 vs AC; 4 damage (5 damage if the goblin cutter has combat 
  advantage against the target) 
   Goblin Tactics (immediate reaction, when missed by a melee 
  attack; at-will)  
  The goblin shifts 1 square. 
  Alignment Evil 
  Languages Common, Goblin 
  Skills Stealth +5, Thievery +5 
  Str 14 (+2) 
  Dex 17 (+3) 
  Wis 12 (+1) 
  Con 13 (+1) 
  Int 8 (–1) 
  Cha 8 (–1) 
  Equipment Leather Armor, Short sword 
   
   
  Goblin Warrior 
  Level 1 Skirmisher 
  Small natural humanoid 
  XP 100 
  Initiative +5 
   
  Senses Perception +1; low-light vision 
  HP 29; Bloodied 14 
  AC 17; Fortitude 13; Reflex 15; Will 12 
  Speed 6  
  m Spear (standard; at-will) • Weapon 
  +6 vs AC; 1d8 + 2 damage 
  r Javelin (standard; at-will) • Weapon 
  Ranged 10/20; +6 vs AC; 1d6 + 2 damage 
  R Mobile Ranged Attack (standard; at-will)  
  The goblin warrior can move up to half its speed; at any point 
  during that movement, it makes one ranged attack without provoking 
  an opportunity attack 
   Great Position  
  If, on its turn, the goblin warrior ends its move at least 4 squares 
  away from its starting point, it deals an extra 1d6 damage on its 
  ranged attacks until the start of its next turn. 
   Goblin Tactics (immediate reaction, when missed by a melee 
  attack; at-will)  
  The goblin shifts 1 square. 
  Alignment Evil 
  Languages Common, Goblin 
  Skills Stealth +10, Thievery +10 
  Str 14 (+2) 
  Dex 17 (+3) 
  Wis 12 (+1) 
  Con 13 (+1) 
  Int 8 (–1) 
  Cha 8 (–1) 
  Equipment Leather Armor, Spear, Javelin x5 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/D&D Encounters/Season 1 - Undermountain Encounter 1-3 Skill Challenge Supplement v2.pdf