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Encounters in the Underdeep<br />
This chapter provides Games Masters with an assortment<br />
of drow Non-Player Characters to be used as encounters,<br />
allies, enemies, employers or even hirelings of the Player<br />
Characters. Some of the individuals detailed below may<br />
be used as a single encounter, while others should have<br />
a retinue of followers or retainers. <strong>The</strong> encounters are<br />
presented in ascending order of difficulty and danger, from<br />
Challenge Rating 2 to 20.<br />
Terek na’Serquol<br />
<strong>Drow</strong> male (House Merezzym), Ranger 1<br />
Terek is out abroad in the surface world, under the blanket<br />
of night that cloaks the northern empire of House Merezzym<br />
for months at a time. He is charged with fulfilling his rite<br />
of passage, proving himself to be a worthy member of<br />
House Merezzym. This rite involves hunting and killing a<br />
dangerous foe or beast,and bringing a token of his victory<br />
back as proof. <strong>The</strong> exact foe or beast is left to Terek’s<br />
discretion, and is indeed part of the rite itself; if the foe is<br />
not judged worthy, he will have failed.<br />
However, Terek has had little luck finding dangerous quarry,<br />
and is beginning to worry that he is a bit lost. For all that,<br />
he retains the haughty superiority of House Merezzym, and<br />
is likely to view the appearance of a group of adventurers<br />
as an opportunity to fulfil his obligation.<br />
Terek Na’Serquol, Male drow Rgr 1: CR 2; Medium<br />
humanoid (elf); HD 1d10; hp 10; Init +7; Spd 30 ft.; AC<br />
17, touch 13, flat-footed 14; Base Atk +1; Grp +4; Atk +5<br />
melee (1d8+3/19-20, longsword) or +4 ranged (1d8/x3,<br />
longbow); Full Atk +5 melee (1d8+3/19-20, longsword)<br />
or +4 ranged (1d8/x3, longbow); SQ drow traits, House<br />
Merezzym traits, favoured enemy (goblinoids) +2, wild<br />
empathy; SV Fort +2, Ref +5, Will +1; AL NE; Str 16, Dex<br />
16, Con 10, Int 13, Wis 13, Cha 9<br />
Languages Spoken: Common, Elven, Undercommon<br />
Skills and Feats: Hide +7, Knowledge (nature) +5, Listen<br />
+7, Move Silently +7 Search +5, Spot +7, Survival +7;<br />
Improved Initiative, Track<br />
Equipment: Backpack, bedroll, buckler, climber’s kit, cold<br />
weather outfit, flint and steel, longbow (plus 40 arrows),<br />
longsword, rations (1 week), studded leather armour<br />
Berella<br />
Half-drow female, Rogue 2<br />
Berella’s life has been a miserable one, but she is luckier<br />
than most half-drow in that she is still alive. Still, the<br />
torment and abuse she has suffered all her life finally<br />
grew too much for her to tolerate any longer. Using the<br />
meagre skills as a rogue she has acquired over the years,<br />
she managed to escape the drow city in which she lived and<br />
is attempting to make her way to the surface, in hopes that<br />
life there might be marginally better.<br />
She is being pursued by a small group of drow, not to bring<br />
her back, but to kill her. Bedraggled and hungry, she is clad<br />
in rags and has only an old dagger for protection. <strong>The</strong> scars<br />
in her grey skin tell the tale of her tortured life.<br />
Berella, Female half-drow Rog 2: CR 2; Medium<br />
humanoid (elf); HD 2d6+2; hp 10; Init +4 Spd 30 ft.; AC<br />
14, touch 14, flat-footed 10; Base Atk +1; Grp +1; Atk +1<br />
melee (1d4/19-20, dagger); Full Atk +1 melee (1d4/19-<br />
20, dagger); SA sneak attack +1d6; SQ evasion, half-drow<br />
traits; SV Fort +1, Ref +7, Will +0; AL CN; Str 10, Dex 18,<br />
Con 13, Int 10, Wis 10, Cha 15<br />
Languages Spoken: Common, Undercommon<br />
Skills and Feats: Balance +7, Bluff +7, Diplomacy +7,<br />
Disguise +7, Escape Artist +9, Hide +9, Move Silently +9,<br />
Open Lock +9, Search +5, Tumble +9; Dodge<br />
Equipment: Dagger, peasant’s outfit<br />
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